see you in 2026 then, with a 3DRPG that’s even more Immersive
osur
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tried it a few times, managed to kill a few xanagoons. my big gripe is with the targeting system, especially when dealing with enemies slightly farther away. i assume i should be able to rotate 360 degrees on a controller when aiming at an enemy, but i havent found a way to do that on keyboard. for melee characters it's not a big deal, but for the archer girl ive had to reposition to shoot more than a few times, which just feels lame. i reread the intro and peeped the controls but couldn't figure out a way to do this. Q/W says its my target selector, but that didn't seem to do anything when attacking, so i just used the arrow keys which are locked to 8 directions
otherwise theres a lot of familiarity from AG, with how i believe you want players tackling things - move and wait, attack to poke at foes, and finishing them off with special skills.
something not tied to combat but still important - the battle screen was reasonably dark (the right side of the battlefield, anyway, which is where i spent most of my time), but it combines with a pretty large and bright UI. this might be a special-osur-annoyance since i'm know to complain about brightness in a lot of games, but i thought it was a bit jarring to look at - not because of the quality of the UI or models but because of the contrast in brightness coupled with the size. dunno, could be just talking out of my ass
still, good stuff. when able, a toggle for speed would be great. with a lot of xanadudes, turns end up feeling too slow, especially when i know all theyll do is walk+wait.
great as always - however i think i have encountered a major bug
i think (enemy dropped) items are invisible. i can mouse-over items on the ground and get details, but i cant actually see them or pick them up? this happened multiple times - i kill an enemy, then if i mouse over them i have an item description - however there's nothing there. i can leave the room and return to the same spot, and the mouse-over text remains. cant pick it up or do anything with it.
another error i had which is less important is that my attack range is less than my attack-distance, if that makes sense. ill walk up to a barrel and LMB to attack. id swing, but im too far away so i automatically miss. if i keep clicking, i'll never walk closer and ill just miss.
otherwise great stuff. i like being able to play as a companion and have my MC be computer controller.
we cookin
movespeed is slower than before, no? feels good either way
the tutorial is much improved i think. no wasted time, and all the needed info is conveyed.
made it to end of floor 2 where i promptly got 2 suicide bombed spawned on top of me, and there was not much left but a fine red mist. the first challenge room on floor 1 (statue room?) gave me a nice fire buff so fire was my bread and butter. those rooms are cool, keep them.
one bug found: rebound Map to N (from M) last DD. now it says its bound to M in the keybind setting - but thats a lie, it's still N
annoyance:
-switching arenas resets you to the scythe, even if you held the gun
-not an annoyance and not a bug, but i entered a room with a plus-shaped lava pit, leaving 4 islands to dash to. mostly melee enemies spawned, so i just stood still and shot them as they were all on separate islands. probably make it so that only ranged enemies spawn there? not sure, but while the layout was tough, it didnt lead to any difficulty.
keep it up. no thoughts or comments otherwise.
tnak go boom!!
i dig it. only thoughts are the tank turning controls are weird in a way i dont like
i get that it's early but ill still explain:
EDIT: player error. i was playing as the commander and not the driver. working as intended!
there's a turning threshold - tapping A/D does nothing, but holding either will do nothing for about 0.5 seconds, at which point the tank begins to turn. i get that tanks are heavy and fat and slow to turn - but in this case it feels like an input is being ignored, and when the threshold passes (you held a key long enough) - you suddenly turn much faster than anticipated. i don't know shit about how tanks should move, i just thought that was kinda weird and sluggish (in a 'no control responsiveness' kind of way)
keep it up!
this is something you should bring up directly with itch
while the game does discuss some drug use, plenty of other games do it at a much higher degree and are fine. it's in my mind a completely SFW game that should be listed without any issue on anyone's part.
i don't think the mod team plays many (if any) games so they might just eye-ball the games or judge them by the cover. if you complain about i reckon you'd be re-listed just fine

as mentioned in the stream, the most fun part is the characters + story. i think find a way to break up the JRPG combat encounters with story, so that the players will be motivated to continue, instead of chaining 4 combat encounters back to back like on the ship. i get that its the tutorial and youre also explaining how combat works between the combat scenes, but you should still figure out a way to show tidbits of lore so the player is encouraged to continue
> is this worth continuing to invest time into?
well, are you having fun with it and do you see a future or potential with the game? all of your games very much carry an identity of their own and this one does it exceptionally well. if you think you've got something then go for it, but if you see it only as a roadblock for TGO / TSotP, then i think focus on those instead.
if anything, you can always keep it on the side for when you get a workload you don't want to tackle just yet - open this project instead and fiddle around with it or practice art/animations.

huzzah!
played it for about an hour or so
the art style is very very nice. the whole game has a very cohesive atmosphere. if you want some art feedback, some enemies feel very stiff when walking, and the eyes of the playable characters sometimes don't fit the style.
unlocked a few characters. donna the butterfly knife girl is the best so far, with the pale goth girl feeling the weakest due to the giant cooldown on her attack.
speaking of attack cooldowns, since you already show the attack icons at the top - how about some sort of fill shader/texture on top of the icon to indicate cooldown - helps with long forward facing attacks since i can glance at the icon and know when to face towards the enemy for a strike.
some weapon skills felt pretty weak, like the AOE stinkcloud one. i guess it might require a big investment before its strong?
nitpicks:
in the menu, have the skeletal hands follow you on MouseOver instead of mouse click
in the character select portraits, they sometimes don't update? it also seems a bit confusing since what i selected doesn't feel like what the game is telling me. something like a simple border around the icon of the character in the menu might be better instead of having a separate portrait off to the side.
sfx and music sliders are set at max at the game start - ideally set them at the low end since its always better for the game to begin too quiet instead of too loud
bit of a lag when switching radio stations ingame?
every run ended when the whipladies came out. i assume that's the 'end' of the game at least on that first level? they seem like a brick wall in terms of difficulty spike. their SFX is also much louder than everything else (and a bit grating)
for a side-project to learn art, i think you accomplished your goals! well done!
great stuff
made it up to the plains three times, but the homing projectiles get me every time. i hate wizards
the new stuff is nice. some effects (slowing/burning) feel too impactful on the player. walking on dead burning enemies drops by HP by 50, and the slowing lasts for a solid 10 seconds if not more, both of which are run-enders.
there was a survive for 60 seconds challenge map, it was the most fun level. was quickly surrounded but managed to teleport to safety and reap the rewards.
some nitpicks:
gun crafting offered me explosion radius on multiple weapons that had no explosion component, thus the crafting option was greyed out, leaving me only with one selectable option. sucks to be offered a mod i can't use.
crafting multiple of the same component on a gun (in my case Crafted Ice Damage 1 ) doesn't turn it into Crafted ice 2, but two copies of crafted ice 1. i expected to get an upgrade instead of two copies of 1.
in the main menu, when in the options screen, i can still interact with the main menu buttons (in my case Quit Game)
otherwise great stuff. fit for release, i'd say.
keep it up
played through the latest level, had a few issues
-crate platforming doesn't work well due to slidey movement. it took me a good few minutes just to get out of the first room (having that nasty drone just out of range didn't help!)
-killing mech has a high chance of crashing the game (especially the one that spawns by itself in the courtyard after the cyan card got collected)
-level design felt a bit directionless: feels like you are expected to do random jumps/platforms to continue (again, returning from cyan card - either make a jump to return to the previous room, or get to that section on the left side obscured by boxes to continue)
-splash damage on plasma from the mechs is huge! that kills me more than the projectiles impacting me
-unrelenting mech attack pattern. they remind me of serious sam 1 bio-mechanoid enemies- however those guys has a solid 1 second windup time. these big mechs start blasting asap, making them too difficult to engage fairly. i just end up cheesing them where their head sticks out behind cover, so i can shoot without being shot back
-drones are kinda meh. they don't feel very fun to engage. a lot of them are also placed far away but in your field of view, making the optimal strategy to just snipe them with the SMG
-saves are alphabetically sorted instead of by date, which is a bit silly since my earliest save would be at the top
-the new gun is fun. felt good to blast mechs once i got it.
compared to the other levels, this one felt not as fun. maybe it picks up a bit later, but i'll wait for the crash bug to be resolved before continuing.
the review comes off overly negative, but i think its due me getting annoyed on this level, especially considering how much i liked all the previous levels. i think some 'yellow paint' to guide the player and some mech nerfs will help a ton.
i've heard of this before. this might sound silly, but try a different browser. for some reason, some browsers really don't like discord invites, and they somehow mess them up before actually redirecting you to them.
if that doesn't work, add me on discord (same username and avatar as here) and i'll directly invite you
sorry about the inconvenience!
we played crab puncher on stream here: https://www.twitch.tv/videos/2346156621
starts at around the 30min mark, the game is CUTE. felt like my character was sliding a bit too much, though. the animations were unexpectedly good. nice work.
played for a bit at : https://www.twitch.tv/videos/2344376135
started at 3:30:40
looks like missions dont spawn if you fail a mission, leading to people being stuck. it took a bit of retries but the fun is there, you just have to work for it.
there needs to also be more details for things like the research page and mission failure states (just tell us the fail % so we can pick 'safe' contracts). despite the typos i'm interested in the story beats (like the choice popups, those are cool). bit by bit the game advances and the fun increases, just need to clean up all possible softlocks w/ missions when possible. maybe also some kind of passive research bonus so you don't get locked out of research..? or just always have research missions possible.
still fun. keep it up.
first game of the stream
https://www.twitch.tv/videos/2344376135
the main takeaway was that the rideable companion wasn't very useful, and the bossfight (Which i cheesed) was a giant difficulty spike
the cutscenes are cute, but i'd say the gameplay was a bit basic with nothing particularly special that sets the game apart besides the visuals. despite that, i still had fun and managed to beat the game.
we all sort of jumped into it instead of reading controls so a lot of that is on us. we realized you submitted and decided to change plans and play an MP game, we basically booted it up and started streaming without any tutorialization. i'm sure normal humanoids would read controls a bit more indepth and all that. it was however still a good time and i think we might play once more since we're familiar with it.
i'm glad it was of use to you even though it was a impromptu thing!
the first game on the VOD was a multiplayer match of hypercoven
https://www.twitch.tv/videos/2343509895
we had good fun
I am also horrible at texturing so I can't offer much help there. Perhaps try out Substance Painter

Left is me manually editing some cloth, right is Substance Painter just picking color values depending on the topology. It only took 3 seconds, I just dragged a cloth-texture-mask on the model and changed the colors around. Theres a good bunch of tutorials for it and it might even be less work than the other methods.
Something that might be worthwhile is to use another engine to make specific shaders for your blender models, then take screenshots of them with the lighting you want. You might be able to skip the engine thing and just do them in blender, but from what I can tell blender's shading graphs are weaker than ex. unity's. Same with the shading, set up a scene in blender or wherever with very specific lighting or different shaders (toon-style shaders maybe?) and just place your models there. Perhaps the easiest thing would be making really strong normal maps for clothes so you simulate folds?
greetings!
sorry about that. unity generates a log file for when the game boots up, it might shed a light on what specifically is breaking for you. if interested, could you kindly send me the contents of these logs so i can take a look? i don't use ubuntu, but a quick google search tells me they should be over in ~/.config/unity3d/osur/Tower of Kalemonvo/Player.log
you can email me there over at kalemonvo@gmail.com. the files themselves don't contain any non-game information save the path it's in and some details about graphics drivers.
sorry for the hassle!
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



this game is too easy