Thanks, riggy! So glad you enjoyed it :D
OI Games
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Tower Song is available now!

Tower Song is a compelling RPG melding the classic JRPG and CRPG genres of the 1990’s into a unique mixture of deliberate turn-based combat and colorful, pixel-art worlds.

Players choose from multiple heroes to complete Tower Song's engaging 10-hour campaign. Each hero is equipped with unique battle mechanics, can explore otherwise unreachable areas of the world, and has a unique perspective on the main quest storyline. To succeed, players will also have to recruit deadly sniper Solace, magical swordsman Kiran and master of the elements Akeno. These Mana Knights will join forces to delve into the harrowing depths of the eldritch Towers and fight across the overgrown forests of Guhar and the desert expanse of Kidonia to liberate their allies from a terrible naga invasion.
Every encounter in Tower Song is unique and never repeated or respawned, but foes are that much more lethal. Malevolent towerborne knights and cunning echobeasts execute deadly stratagems while always revealing their intent to the player. Careless adventurers will fall quickly, but, with good preparation and clever choices, players can carry the day. The campaign also offers multiple difficulty modes, so players can tune the challenge to their liking.
Check it out here: https://oigames.itch.io/tower-song
Tower Song is a character-driven JRPG where a band of heroes struggle to save the nation of Qadam from the vengeful Forge Goddess who threatens to burn the continent to ash.
The 1-hour demo is available to play now: Download the Tower Song Demo
Gameplay Features
- Players choose their point-of-view character
- Strategic combat; enemies preview their intent and incoming negative status effects
- No grinding; each encounter is unique and you unlock skills and perks as you complete quests
- Modify spells to customize your build (coming soon!)
- Craft equipment to suit your playstyle
- Traverse retro-style overworlds to access new areas
- Pixel SNES style graphics
- Accessible difficulty modes to suit your preferences
I have noticed an issue with some of the autotile sets where the:
1. The preview tile does not match what is placed for a single tile; and
2. Some of the single tiles are also not autotiled seamlessly (for example, the top-left grass tile)

I believe this is due to the 24x24 grid not quite lining up correctly. If the autotile set is broken into a 24x24 grid, then a single tile is drawn using each corner of that grid. And in this case, that means any autotile set without seamless corners will also not look correct when used in a single tile, or when a single tile is sticking out from a block of terrain.
(It may not be obvious, but the top-left tile is only a preview for the editor and does not actually ever get drawn in RPG Maker.)
Here is the details of it, which helped me determine the exact issue, in case you haven't seen it before: https://www.rpgmakerweb.com/blog/classic-tutorial-how-autotiles-work
This is not a critical error, as most of these sets still overall draw fine. But I wanted to let you know for future sets or if these can be corrected at some point.
Sorry if some of what I am sharing you already know, I assume you do know and maybe missed these but wanted to share what I found out in case it helps.
Hey SGHarlekin, while I would not expect another review to go substantially differently for you, I did want to make you and your viewers aware of some changes in today's update that address a few of your points.
Namely,
- The boss ignores taunt (he no longer does, except for an AoE skill)
- The gunner's Rapid Fire (it is now an AoE move that does not receive a miss penalty)
- Early enemies taking too long to kill (several of these have been adjusted)
Appreciate the review!
Thank you for the playing the game and taking the time to submit feedback!
The level cap was designed around the content within the game (it is fairly short), so that the average play-through would get you close to the cap but still allow you access to most or all of the skills. I also didn't want anyone to feel like they had to grind to succeed if they hit a difficult fight either (since the final fights were designed to be beat-able by a level 8-9 party), nor did I want people to be disappointed if they continued to grind but never gained access to new abilities past level 10.
Personally I dislike grinding in JRPGs, so I appreciate your perspective. It would not be a big issue to raise the level cap, but I wonder if it would cause frustration for other reasons.
Eternal Knight has been released by Omega Intertainment this week, and it is absolutely free until 1 December 2022!
Grab it here: https://oigames.itch.io/eternal-knight
In Eternal Knight, you recruit a crew of 7 adventurers to stop a surge of monsters from destroying your town. Each recruitable character has a unique playstyle and gameplay mechanics:
- Berserker - Access rage powers in a rage stance, but become debuffed when rage is exhausted
- Brawler - Build up combo then clinch it with a finishing move
- Engineer - Copy enemy talents, but you have to find them first!
- Hedge Witch - Manage HP and MP through drain spells, then choose from a variety of elemental spells with unique debuffs
- Knight - Access powerful spells and manage MP through regen talents
- Mystic - Cycle between elemental stances to become a tank, healer, caster or fighter
- Sniper - Expend ammo on trick shots, but don't forget to reload
Thought you might like to know I did end up using your "Sacred Sepulcher" track in my finished project, Eternal Knight. It was just the perfect track for an orc cave the player has to make their way through. I will definitely be back for more!
The game is free on my itch.io profile right now, but I will get you a key to it anytime you'd like. I also credited you in the end credits sequence in-game for the track, I hope that works for you!
I used this plugin for a special sequence in my game, Eternal Knight - it worked great! Thank you for the plugin!