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(+1)

Played for about 1.15h so far.

The Fade when opening the door in the main menu could be more gradual I think, when quickly hovering over it again and again it flashes annoyingly. Same with the soundeffect for it.

New Heroes, interesting. Since they're "premade" Does that mean you're aiming for more then just 2 generic Heroes later on? With different starting Stats, abilities, equipment options or whatever?

If you're letting me name the Hero, why does it get a default Name shown under the Portrait. A default one, or a randomized one upon selection is fine, but under the Portrait it gives me a different Impression on whats intended I assume, see previous Sentence.

Going for Despair/Ironman first, just to see. Wand and Sword obviously, as its the best Choice.

Spooky skeleton Pits with red Eyes, nice. New Cultist on level 1 also looks a lot better then the old one. the Crawlers slide across the floor a bit occassionally.

Cage Fatty is also better then the previous Mauler, and I think it was the first Time I noticed Wands missing.

Mimics are great, putting a lifestealing elite Enemy into floor one isn't. Great Way to ruin a Run, now I have no health Potions left.

First Boss was a joke this Time, with the Obelisk I found for +5 Agility, and putting all the Levels into Wand Damage I had enough Mana to just icespike him down in mere seconds.

No Bugs or anything so far, seems to work great for once, but only made it up to the Halls of Pain.

Did not find any new Spells or anything to try out, but a ton of Wands and Fetishes, did you change the Way loot drops?

Did you fix Vedomots Drop resetting its Damage when hitting Barrels? It seems so, so I'm going to try and force a run with that tomorrow.

Game seems easier then before, and I really like that you notice Wands missing now.

So far, apart from quite a bit more polish, I didn't notice too much new from the previous Version. It did draw me in more then before tho, I don't specifically know what you changed, but the Atmosphere felt better. 

Sorry, I can't write too much, there isn't really anything to talk about I think. It's far along on a good Way, I didn't encounter any Bugs to complain about, balancing feels a lot better then before, it had me switch between my Weapon Options a lot more, and think more about wether I made a mistake by just putting everything into mind again like usual, even tho I did find a bunch of Wands to make a great one at the Goblin if I would've gotten that far.

I still completely ignored Weapon Arts tho, obviously with a Wand, but even without I couldn't really see myself using them, I kind of always forget they are even there.

 I'm assuming new Content is towards the End, where I haven't gotten yet, so I might've more to talk about then.

Maybe tomorrow.

Good Evening, thanks for playing!

 a lot of the new stuff is just content after the first few levels. i think it really begins right where you stopped, with the shop keepers, NPCs, and new levels. even with that in mind there isn’t really that much new stuff, a lot of time went into fixing and polishing things and just making the game work. there’s about 4 or 5 new levels since you last played but i think it’s fine to stop where you did.
thanks for playing and im very pleased to hear you enjoyed the atmosphere!

(+1)

Played for another roughly 1.15h, trying a vedomot weapon run on non-despair. This Time it crashed once on Floor 1. I like the new Mimic and Trap Sounds, unless they aren't new, in which case I just haven't heard them before.

Most of this Time was spent on floor 1, bossfloor was a breeze, and floor 2 I died very early.

The first Floor is still a real slog, the first Bossfloor less so, as its relatively easy, but you still have to carefully kite everything. You need to preserve your Potions for higher up, so you're kind of forced to kite with very little Damage through the entirety up to the first Boss.

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, and then you're usually kiting them on an offhand Weapon you're not skilled in using, like a Wand when going full melee, meaning you'll run a full lap around a Room to get enough space between you, and attack them for 1-2 damage. Repeat until dead, if you miss, thats 2 or 3 Laps, not 1.

I spent easily 10 minutes per elite Enemy on floor 1 just running in circles. Does not feel good.

The additional Item information you see on hover, and that you get the Enemy HP when you kill enough of them is really nice. However, Enemies tend to not appear as much on higher Floors, so by the Time you know there health, you barely kill any more of them. You also already know it as a Player going into new Runs anyhow, since you've seen it the run before, so maybe put that into some meta-progression?

Doesn't make the Game harder or easier after beating/failing a Run, but you don't have to keep a List in your Head/on Paper for it anymore.

Mimic on the Bossfloor is just the same as with Elite Enemies there. I don't like it, the Floor is static anyway, why don't you just put static Enemies there?

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.

Melee also still doesn't feel as worth it as ranged, you have to spread your Stats out a lot, while with Wands you can just dump them into hit chance and damage, since you can kite more easily and avoid the heavy hitting spell projectiles, which becomes much harder in melee.

Sure, there are Enemies like the Faceless who apparently are harder to hit with ranged, but you miss them in melee all the Time anyway, so that's not really a comforting Factor. And your melee Damage may be higher on the Weapon itself, but due to statspread doesn't really become noticeable different to range damage. Overall I still think ranged benefits outweight melee a lot.

>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.

(+1)

>Crash

I'm not scanning through the entire Player-Prev, but it does Mention a latest crash report being intercepted by teh crash handler, I'll post some Details of that one.

Under .../Crash/Player:

Shader 'Unversal Render Pipeline/Particles/Lit': fallback shader 'Universal Render Pipeline/Particles/SimpleLit' not found
The referenced script on this Behaviour (Game Object 'InventorySlotImage') is missing!
(Filename: Line: 334)
/* Repeats a few Times */
UnloadTime: 0850200ms
Not allowed to access vertices on mesh 'Icosphere' (isReadable is false; Read/Write must be enabled in import settings)
(Filename: Line: 448)
/* Repeats a few Times */
Not allowed to access vertices on mesh 'Cube' (isReadable is false; Read/Write must be enabled in import settings) 
(Filename: Line: 448)
Keys set
(Filename: buildslave/unity/build/Runtime/Export/Debug/Debug.bindinds.h Line: 39)
Can not play a disabled audio source
(Filename: Line: 454)
Starting game with save profile: 3
(Filename: buildslave/... Line:39)
Couldn't create a Convex Mesh from source mesh "Sphere" within the maximum polyogns limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line: 91)
Failed to create agent because there is no valid NavMesh
(Filename: Line634)
player is guy: False
Filename( buildslave/... Line:39)
Couldn't create a Conves Mesh from source Mesh "Skull_LOD0" within the maximum polygons limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line 91)
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
WARNING: Shader Did you use #pramga only_renderers and omit this platform?
start lom
(Filename: buildslave/... Line:39)
//>>>
Uploading Crash Report
NUllReferenceException: Object reference not set to an instance of an object
    at Mana_and_Health_UI_Values.Update_Current_Mana (System.Int32 mana, System.Int32 max_mana) 
    at Mana_and_Health_UI_Values.Update_Max_Mana (System.Int32 mana, System.Int32 max_mana)
    at Life_and_Mana_Manager.calculate_mana()
    at Player_Attributes.Start()
/* bunch of repeating from above, of failing to create Navmeshes, Convex Hulls and so on */
//>>>
CRASH!!!
SymInit: Symbol-SearchPath: '.;<VariousFilepaths>
deferred SymType Issues in a bunch of SYSTEM32 follow, including in "Tower of Kalemonvo_Data\Plugins\x86\lib_burst_generated.dll:lib_burst_generated.dll"
Stacktrace:
0x6472DE72 (UnityPlayer) GfxDeviceD3D11Base::DrawQuad
0x6473D620 (UnityPlayer) D3D11SwapChain::BlitColorBackBufferToSwapChainBuffer 
0x6472FD55 (UnityPlayer) GfxDeviceD3D11Base::PresentFrame 
0x647ADBCD (UnityPlayer) GfxDeviceWorker::RunCommand 
0x647B2FED (UnityPlayer) GfxDeviceWorker::RunExt 
0x647B30A9 (UnityPlayer) GfxDeviceWorker::RunGfxDeviceWorker 
0x64A4AB16 (UnityPlayer) Thread::RunThreadWrapper 
0x7651FCC9 (KERNEL32) BaseThreadInitThunk 
0x77BD7C5E (ntdll) RtlGetAppContainerNamedObjectPath 
0x77BD7C2E (ntdll) RtlGetAppContainerNamedObjectPath

I'm assuming that the Issue happened when my GPU disconnected itself. If that's the case, it's not on your Game to fix it.

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!