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osur

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A member registered Sep 17, 2020 · View creator page →

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played the new tutorial alongside my friend who has not played it since last DD

we got stopped as the scene where the paperpusher says "lets go to my office" - you couldnt click or enter his office no matter what

a lot of confusion probably arises from ESL, but at this point i know what you're saying so things are clearer for me. 

need an obvious progress bar or indication for research. i put a thing to research - is it done? is there a bar? nothing really tells me that it finishes - you can totally use the bottom left of the screen for "large" popups saying "X thing finished". you do have popups but theyre so small and go fast where i don't even finish reading them before theyre gone

the new transparent UI reports are nice.



friend's feedback from watching:

the UI should be changed - when you look at space games, you dont want to be obstructive with the UI to give the impression of the vastness of space. this UI feels like its limiting you to the screen both with the design and the yellow/brass coloring since it is trying to catch your attention instead of letting your eyes wander. it also feels too bulky

the tutorial navigation needs to be streamlined a bit. it also is missing the "game" component where you as the player don't know why you're doing anything. why are you sending a rocket into space? who cares? what's the goal? the game should get the priorities in order where the NPCs are funny but you as the player don't know what happens next - is there a campaign? will the NPCs have different dialogs? do they interact with the player Civilization style? 
should make it clear what the final goal is first before introducing all the characters

>Not sure why the linux version of the game has .exe files in it? 
Which zip did you download? the linux .zip file does not contain any .exe files.

youre right, my bad

i linked the wrong one, try this

https://mega.nz/file/fWIzFATB#ybPBGNUZj_V-Ip0RviNM1OtCmRW3_PViOW2FqVmt4JY

i'll play again tonight

>release

soon. prolly jan '25

no more DD submissions, the game is too close to release to warrant a slot in DD!

(1 edit)

(edit: woops)

we played a run, and it was fun. good job! our main takeaway is to get more enemies ASAP, with different behaviors

(1 edit)

i have played 2 runs, one i restarted and the other i lost due to no funding! public opinion

my thoughts:

pause game and resume game icons are reversed - if the game is paused, the icon should be "play"

a text displayed as inversed (from right to left) on a path to Incuben

the government wants to "replace everyone by less incompetent people" - so they want to replace us with competent people? are we incompetent? that's funny if it's not a mistake

when asking for money, the string "$agency" is typo'd as "$agnecy" so it wont show the name of the agency but will show just $agnecy

for rewards, what is the number of in the parenthesis? is that the money i got, next to my current money? a bonus? unclear

when i am unable to start an expedition, a sound plays telling me i can't do it. it should also tell me what i need to do, so it isn't so cryptic, especially if i accidentally make a mistake

i did orbiting missions but they give 0 public relations and i failed because public relation dropped to zero, but i was unable to travel to the planets since i needed more fuel, and it was NOT clear what i should do to obtain fuel. i researched more fuel but it wasn't enough - more hints to that nature would be helpful



kino is back on the menu

greetings, i hope you are doing well. 

i'm not much of a linux person, so i really can't offer any insight.  i have posted a new version which might help, but as far as i can tell the issue is a file type issue, and i am exporting x86_64 files which should work on most linux based machines.

i am sorry i can't be of much help on the matter

day 1 purchase

hopefully it really will be soon. the wheels on the free, for fun Immersive 3D RPG-shooter-thing (in space) collab have already started rolling, we're planning on starting it proper next year. your seat is still open should you have the free time for it.

What a Shame. any plans for a sequel or another 3D rpg?

thanks, i am glad to hear you had fun!
there's no plans on being able to sell your items at this time, although there are several shops throughout the game you can buy from

i have beaten it for the second time

my thoughts are: "i love it, where's the sequel". it was a lot of fun seeing this game through the DDs. it kinda fits with the story a bit- except instead of purgatory it's escaping agdg. maybe i'm reaching but it feels like the DD were part of the adventure.

anyway, here's a bunch of feedback to burden you with

SFX imbalance. a lot, like the waiting SFX, are grating and loud. would be fine if lowered but on their own as-is they're a pain. same with the default selection SFX, but the "back" sfx is fine.

fight speed resets every fight - leave it to what i set in the last fight please

fishing isn't explained to the player, you just sorta kinda do it. i caught every type of fish throughout the game, but just for the fun of it. apparently i got trinkets, but i have no idea what those are or where to get them.

mosca's RPS effect should have a soundbite to know the result - different pitch based on result?

killing the final enemy in a fight and having a party member have a turn immediately after leaves the menu open and interactable (until the text prompt shows up anyway)

xanadu soldier can guard two units at the same time? kinda weird

reloading save on the 4th round breaks things. game things i'm on an incorrect tile (away from where the screen is pointing), cant click anything. had to restart level. the exp also wasn't loaded, because i kept the old exp after reset, so doing the first fight gave me a level up

not gonna bother trying cards due to the bad presentation - a giant wall of text? bad impression. i'd rather just continue fighting. unsure what the reasoning for that and fishing are - i think the strength of your game was wanting to go and read the next story slide. doing the fishing and cards just delays that.

are bug when haydn attacked gazia, who used defend on haydn. haydn hits himself, lifesteals, and then his health bar above his head was full but his actual health was less than half

game crashed on a fight when haydn died in the thick forest level on the first fight. that level in general felt like a difficulty spike.

in the teleporter level w/ angels, after winning a fight in any biome, the path in that biome doesn't become white, so its a bit disorienting

medusoid hybrid d jelly sfx which sounds like a "radar ping" is obnoxious to listen to.

medusoid hybrid doesn't have a box around his animation when he casts his AAH spell

why do some portraits have AFTERLIFE GLADIATOR text in the background? feels like a temporary background element.

getting eliminated on the desert gaz level crashes game. the enemies that get hasted there (before the rotating tiles) are a bit too hard to deal with if you get unlucky and roll a difficult combo

gaz slaps mosca almost every fight. its great.

consider improving the artwork for when gaz gives finn the mantle and circlet. his reaction is kind of wonky

N E S S E N E E was what i took from the clues for the second sannoval trap, but having two options for a lot of paths (south left or south right?) made for i presume an incorrect answer since i followed what i thought was correct, but still got the "bug filled" u result. doesn't seem to do anything except be annoying a bit?

going underground with mosca, Enkidu and sasha, you reach the hallowed ground. i am prompted that finn has unspent points, but i cant select him - this happens for every ground that has an original party member and one that is not in the current party but has a unspent points.

i don;t remember if you could pick your party in the last build i played with brunner in the audience fight. very nice. in menus like these, 'RETURN' button is misleading - maybe replace it with PROCEED?

the haste sound from the carnivore dinosaur sounds like a banjo, pretty unusual.

looking back, most of the feedback is tied to just a few SFX sounds that can be quickly replaced if you see it. that and some crashes, but otherwise all is solid. the game did not feel particularly easy as it did before - although the final fight(s) are a bit on the easier side. the only mechanic i really dislike is when enemies need to be the last ones standing before you are allowed to slay them - the big issue is no indication. you expend resources to kill them, and you frustratingly find out "oops, you cant kill them yet!".

that's it. i wish you good luck with the release of the game. it's been a pleasure playing it every DD.

i tested performance with la_fafafa, it looks like he also has a lot of FPS drips in the middle of the burrows. i'll investigate when i wake up, thanks for the heads up

thanks for playing bakar!!

the framerate issues are new to me. is it in burrows only? was the previous level fine? it says youre hitting 59, which isn't that bad. does the framerate tank despite it saying 59?

the skullcap uses the stats from another helmet, it's fixed internally. oops.

>I also found a bug where you can get stuck in place and unable to move or attack. 

i found out what this is, but not what causes it. i'll simply bandaid this tomorrow morning and hope that fixes it. for some reason this never happened to me and i have no idea why. maybe something tied to FPS..?

thank you for playing!

> the merchant who give stuff in exchange of silver skulls, can reroll the store by reducing your mana 2 points.

Yeah, it's sort of intended. The game really is designed around playing ironman (no saves) so that stuff can't be done with that setting, but i allowed it for the default game mode - you can cheat if you want to but you dont have to. I didn't want to restrict that from players and it was too annoying to keep track of what the shop can roll, etc.

>Also, nice new enemy, she was powerful and fast  and killed me the first time I met her, and of course.... she steal my heart :3 

Thank you so much for the art and i am very glad you liked her! I think she is currently my favorite enemy, even if she will only show up a few times in the game. Im glad she's memorable :) 

thanks again for playing!

played as the best girl Zelvy, beat the game and it was fun as always. here's feedback in no particular order

- you're at the point now where you should add sound sliders, because i want to lower the game sounds but keep the music

- i played on the new map and i like it more. i like that touching the edge can teleport you to the middle, i think you should have more stuff like that, some level based things the player can use to their advantage. the sawblades are nice but i can't really tell where they will go, it would be helpful to have a path on the floor i know to avoid

-the game felt harder around the 9-10 min. mark, i needed to play much smarter. maybe i picked a bad build but it felt better for me since i like these games when they are more difficult instead of standing still and clicking to attack.

- i only noticed a few underground worm enemies and shy ghost ladies. most of the enemies were the big green balls and the brown worms with the unicorn horn. not sure if that is level specific

-enemies spawned in lines around you often, trapping you. i liked that a lot, keep it. it was very fun and it felt like i was playing against the dungeon instead of enemies always slowly appearing around it

-summoner spawned near me! nice. it was only the hooded guy, i didn't see the demon lady though. too bad.

have some fanart i posted in the thread this morning, in case you missed it. eager to see your future updates.


fireball is not really meant to be a wizard spell - it's for people who don't use wands. it scales good though!

curious to what the bug is though

thanks for playing!

since last DD:
added 3 levels, 1 done, 2 WIP

as always, skip if you played last DD

i'll also include some saves :   https://files.catbox.moe/sjnn3a.zip

you got 2 INT-builds and 2 STR-builds at the same locations: save1 is at the end of the demo and save2 is before the Paladin Camp.

have fun!

lookin' good!

you made it quite far! congrats! one more room and that would've been the end of the (steam) demo

looks like final blow was broken for you, i'll take a look and see what's up with it.

thanks for playing and for the video! i hope you had fun

just finished watching the whole thing, thanks for playing and streaming! saw a couple of bugs i didn't know about which is always a good thing

> shared stash

i'm thinking of doing a chest you have in the mid game or so, where you can store really good items for another character to use. it's not complicated to code, and i already have a rare ingame currency (the silver skulls) that i can make the player have to save up if they want to use their stashed items - they give up using the shop in order to use their saved item.


> traditional ARPG save system

how traditional? do you mean how D2 sends you back to town?


>add a quicksave button already :P

exists! it's F9 or something. i forgot what the default binding is.


>- No way to turn off enemy highlight (outline) completely?

i didn't figure anyone would really want that. was that something you feel like you'd use? it's not difficulty to make, i'm just wondering why someone would want that.


>the pieces with more Armor

it's true! int gear has low def but slightly higher armor. this difference is obvious in the early game, but STR-dependent armor ends up outclassing int armor in all metric by the end. int gear serves as a way to allow a player who doesn't want to put points in STR/CON to still have avaialble outfits. 

everybody complains about the 11 int cape, but i believe it sort of serves as a nice example for the way the gear system works in the game - STR gear is better but INT gear exists


> would really be for it to always change. 

noted. will look into this.


> I bind forced-walk to W in ARPG, if possible. Would be cool if you could support that.

i tried doing it a bit ago but i think it's simply not something doable with how the movement functions. i'll revisit it again to see, since i do want there to be a good amount of player accommodations when possible.


> It’s weird that there are both DEX and AGI and both INT and MIND.

they focus on different things and allow for very specific builds. all in AGI makes you a fast archer, all in dex makes you an accurate one, if that makes sense.  it makes more sense in the long run, i think.

>I loaded a save from January for fun just now and ofc. it’s completely broken. 

totally. it's something i don't really care to fix at this stage, i'll look into save-parity later. since i change a lot of room loadouts, it's a pain. what happens is that room data X gets saved, but that room is completely different, so attempting to load the room and apply the data to the spawned room breaks. yes i'm very lazy.

> Faceless in stealth have no outline, implying they cannot be hit

that's just so it's harder to snipe them from afar - their dodge stat is the same no matter if they're cloaked on not


>PoE solved this by having the "always attack without moving" option to set on actions.

how does this work? i don't tend to play always-online games so i never really gave PoE a fair shot.  what i have is that holding shift prevents player movement on clicking. i figured if you have  always attack without moving, you'd need to use something other than left-mouse to move.


thanks for the excellent feedback and for the long playthrough! it is much appreciated and i hope you had fun. i'll be sure to fix a lot of things this coming week.

it was a lot of fun, very retro style. game logic and controls were easy to pick up

some things:

>needs SFX on picking up a food or breaking your combo chain

>the vending machine was basically always going from top left to bottom right, i don't think it ever went to the top right. maybe it should have more movement options. (maybe it does when you het a higher combo, but i did not see it)

>more juice? unsure what specifically, but things felt a bit too static. you have a freedom to really juice up things - make the vending machine really slam or bounce on colliding a wall, maybe a big animation on eating food, etc. 

>tactic is to just ignore food until near completion then just chain as much as you can. there should be some incentive against doing that - maybe food speeds up the more of it is around? or the vending machine speeds up? you get the idea


good job!

ahoy, we played a bit of Galduen on stream

https://www.twitch.tv/videos/2190638910

we start at 1:58:03

we tried to figure out how to find the harpy people but were unable to. still, what is there looks nice.

ahoy

we played tankgame on stream

https://www.twitch.tv/videos/2190638910

starting at around 51mins in

it took me a bit to get going but the game was a lot of fun. good job.

ahoy, we played La Fleur De L'Est on stream 

it was the first game in the stream

https://www.twitch.tv/videos/2190638910

hopefully it will be of some use to you

glad to hear you had fun! people tend to run out of potions on the Halls of Pain, mostly due to the level design and lack of treasure-rooms. thanks for playing and for the feedback

he's SO back

thanks for playing!

ahoy

we played dungeon watchers on stream

https://www.twitch.tv/videos/2190078151

starting at 2:05:10 and until 02:57:00. we had fun but broke it a bit!

all the changes (which there aren't that many of) happen several hours into the demo

so if you played last DD (or even the one before), feel free to skip this submission

born to sleep
forced to dev (by your own brain)

you say that, but the mosca slap carried me though many a challenges


bit by bit you chip at the ore to reveal the gold within. keep it up vita

thank you very much! it's high praise coming from you

interesting. i'll keep a track of this anyway. i know there is an actual game-related crash that occurs very rarely, since i've had two people tell me about it in the last few months. thanks for posting the log!

congrats! you're the first person to beat the full thing this DD! truly you are outdoing yourself playing through the whole thing every time.
i'll look into the spell thing and the timer - kinda weird that the timer shows that weird format. could you send me your save file so i can poke around? healing light tracks itself as a spell, though, so you'd have at least 3.

>spamming charge

i think this was mostly due to the Afterlife Gladiator helmet buff - i sort of don't want to hamper silly builds like that too much. instead i'll look into adding an AOE-slam ability or something to give you more fun options so you don't have to rely on just one thing.

thanks again for the playing/videos. your feedback is greatly appreciated and i already spent half the morning implementing some of your suggestions.

you are going to make it. godspeed.

>Buying an item, going up and down stairs - item is back in the shop.

good catch. i'll fix this now

>Maps after palacamp feel a bit empty and repetitive,

yeah, theyre all in varying stages of being ready. none of them really have any props so it's just walls and enemies.

>the skeleton archer

what a silly and strange error, i wonder what broke with him. i'll take a look now

>charge VFX

all the combat arts have pretty lame visuals. i really need to get on that...

thanks for the video and feedback. i'll get on this now!

>crash

if you did one run after the crash, can you check if you have any mention of it in your Player-Prev.log file (Player.log is last run, Player-prev is second to last run)? it's most likely related to your PC, but it might help to know if something the game did made the crash more likely. it's in your C drive, C:\Users\YourName\AppData\LocalLow\osur\Tower of Kalemonvo

>Elite Enemies, especially on low Levels have too much Health I think. Since they deal enormous Damage, you have to kite them in some Way unless you're terribly overequipped

will change this now

>Mimic on the Bossfloor is just the same as with Elite Enemies there.

hmm, i'll try this out. i'm surprised mimics give you trouble, although i understand elite enemies (back to back 'boss fights' drain your resources)

>It just doesn't feel good to miss, at all. And if you miss multiple Times in a row and just watch your health deplete massively due to rng, it feels even worse.

i sort of agree, but i still think i've got the best interpretation. there was a lot of discussions about this with other playtesters some DDs ago. Mokudev suggested having a "miss is just an attack that didn't fully connect", which in my mind just made the game boring. at this point i'm not sure there is any better implementation that i'd personally enjoy.

i did internally mess with two-handers last night, so i might take a look at the starting 1h weapons as well before i push out the post-dd-hotfix patch.

as always, thanks for playing! the fact that you played again is very nice to hear.