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thanks for playing and for the detailed write up! it's never too late for feedback

>Loading a manual save after dying seems to be constantly put me in a black void, always had to go to the main menu and load from there.

if this happened during your last playthrough, could you please send me Unity's playerlog .txt file(s)? it'll be in C:/Users/You/AppData (hidden directory)/LocalLow/osur/Tower of Kalemonvo (you can just put it on a text hosting site). i thought ver .21 would've fixed this by now, but there's always another bug lying in wait it would seem.

>Sometimes my attacks went through enemies
Faceless and Lich enemies have evasion, which is a % chance for ranged attacks to phase through them. For the faceless, their transparency sortof helps imply that, but for liches there's no visual indication of this so a lot of players were left thinking it was a bug. I'll look into adding some feedback to this.

>Sometimes projectiles reflected by the enemy's shield slow down and just hover in place for a while before disappearing.

weird. i'll check it out

>Enemy attacks seem weird and random. Sometimes enemies swing as soon as they get close, sometimes they just stand there for a bit. 

yeah - there's an attempt to make their attacks inconsistent (random base attack time). they also reduce that waiting period if they detect they're being kited. for Pokan to stop entirely is a new thing to hear.

>Potions that deplete your mana are bad, awful, terrible and worse than useless

potions that aren't the main 3 (+hp, +mp and +both) are randomized, with random name/icon/effect chosen as soon as you start a new game. sometimes a potion with a "good" icon and a "good" name (like a purple potion named Angelic) would actually have an effect that's awful for mages (-full mana). i sort of want to have some potions that are weak for one playstyle but strong for another, there's more balance required in this part.

> Enemies that are faster than you are generally a pain to fight. I didn't find a good way to kite them - spells that slow down enemies (like the ice spell or the area one) don't last long enough, as by the time I made some distance and turned back around to attack them they were already over and the enemies ran up to my face a moment later. This combined with the fact that enemies in general are very happy to cancel their attack animation to chase you (which yourself can't do) made them kind of a resource sink, which can suck if the game decides that you're not going to find any potions for the rest of the area.

they're a pain if you're a ranged character! that's the intention. the fact that you haven't gotten any resources makes this more annoying, though. there isn't anything to replenish with after one fountain in the Burrows, which makes BG1, BG2 and Lost Corridors a gauntlet, which i think sucks. I'll add some tools in the Paladin camp and see how that works.

same thing with the mana intake. i need a bit more tools for the player to use in case RNG isn't working out

>And speaking of spells, currently Intelligence feels like a noob trap and pretty much not worth putting any points into. 

.21 changed stats. before that (during DD), Int would *also* give the + 1-1 wand damage. I just changed that so mind does that instead, since mind only gave mana beforehand. you're right that spell scaling is a bit weird, i'll need to slightly buff +lvls on spells.

>LVLs

I noticed that as well. i'll slightly lower level requirements for higher levels.

Congrats on making it through the end! not too many people can say they did that. thanks again for the detailed feedback, this will prove very useful in the days to come where i'll need to do a lot of balance changes.

(+1)

For the loading bug, I added the save as well, since I was able to consistently reproduce it: simply go back to Pokan's place and get yourself killed, then load the save again (the file is deleted after one download, so let me know if you got or need me to reupload it):

https://file.io/iLcB3XY84tpG

For Int being changed now makes a lot of sense since I vaguely remember leveling it in older builds and was wondering why it seemed such a bad choice now. For the potions yeah, I guess if I weren't so strapped for resources getting healed for the cost of your mana could be an interesting tradeoff, but as it is now they were the most annoying part of the demo for me if I'm honest. Good luck with further development and looking forward for the updates!

(+1)

thanks for the save and bug report, i was able to resolve the issue! i'll be sure to also take a better look at balancing potion effects and drop rates