🐦⬛ 'OMOK' (~10/9)
[Notice] <OMOK> INDIE BOOST LAB: Feedback & Event Guide (Sep 23 – Oct 9) [161]
Hello! This is , a participant in INDIE BOOST LAB. is a game that's been in development for about a year and is now in its mid-to-late development stage. We're taking part to hear feedback from players. We'd love your interest and participation! Period 📆 September 23, 2026 – October 9, 2026 1. User Feedback Event Please share your thoughts to help make an even more fun game! So you can get a real sense of the game's strengths and weaknesses, we ask that you play enough before leaving feedback. We recommend playing for at least 30 minutes. [How to Participate] ① Leave a comment on this post to join in! (e.g., "I'm in!") ② Play the demo version of and write a short review on the store page. → demo store link: https://store.onstove.com/ko/games/105362 ※ Please focus your review on game feedback—the standout things you liked, or anything that felt lacking. ※ Close the client before writing your store review, and check that your play time is reflected prope
[Notice] <OMOK> Game Introduce [1]
Hello. This is , a participant in INDIE BOOST LAB. 's INDIE BOOST LAB will run for about two weeks, from September 23 to October 9. INTRO At the start of , the main character, long-tailed tit begins asleep in a nest perched atop a towering peak. Then, mid–sleep-talk, it tumbles off and falls all the way down—and from the bottom of the world, it sets off to climb back to the summit. Join OMOK on the journey safely back home! GUIDE A, D : Move left / right (hold the same direction to roll) W, S : Pan the view up / down R : Respawn on death (Assist Mode: hold R to warp to a checkpoint) Left-click : Fire / retract rope (hold left-click to keep the rope extended) G : Interact (interact with checkpoints) ESC : Pause (Resume / Settings / Main Menu) MAP is a high-difficulty platformer. As you climb, each stage is filled with terrain suited to its environment—moving platforms, slippery footing, falling-rock hazards, and more. Your goal is to reach the summit in one piec
[BugReport] G+R Epic Bug [1]
I discovered this bug while playing the game; Omogi died after touching lava.I pressed the save G and respawn R keys at the same time, and then...The music I had playing in my Chrome browser started making the sound described above...Also, the computer just shows a black screen with a message saying it is recovering ㅠㅠㅠㅠㅠㅠI don't have a video, but you'll see it if you try it yourself.I'm not sure what kind of conflict using load and save simultaneously causes. However, when I checked the resource usage history later, the computer resource was recorded as being used by Omogi at the #1 priority during that timeline.Since the G-save/R-load function is a button that is pressed frequently for smooth gameplay, Here is the log for Omogi, which is presumed to be related to this bug.{Input System module state changed to: Initialized....UnloadTime: ...NullReferenceException at UnityEngine.Material.GetFloatImpl(...) at TMPro.TMP_SubMeshUI.UpdateMaterial() at TMPro.TMP_SubMeshUI.SetMaterialDirty() at UnityEngine.UI.MaskableGraphic.OnDisable() at TMPro.TMP_SubMeshUI.OnDisable()Input System module state changed to: ShutdownInProgress....Input System module state changed to: Shutdown.2. NullReferenceException (Core Error)textNullReferenceException at UnityEngine.Material.GetFloatImpl(...) at TMPro.TMP_SubMeshUI.UpdateMaterial() at TMPro.TMP_SubMeshUI.SetMaterialDirty() at UnityEngine.UI.MaskableGraphic.OnDisable() at TMPro.TMP_SubMeshUI.OnDisable()This part is the actual Error . TextMeshPro(TMP) 's TMP_SubMeshUI component attempts to access an already destroyed material when it is disabled (OnDisable), causing a NullReferenceException.Why does it happen?When the application closes or a scene transitions, the font assets or materials used by TMP are sometimes destroyed first.However, TMP's TMP_SubMeshUI calls UpdateMaterial() during OnDisable to attempt to read material properties (e.g., Cull Mode).If the material is already null or destroyed at this point, a NullReferenceException occurs in Material.GetFloatImpl.This is a known Unity bug, frequently reported during shutdown or scene transitions, especially in TMP 3.0.x versions.SolutionUpdate TMP package to 3.2.0 or higherAccording to the Unity IssueTracker, this bug was fixed in TMP 3.2.0. Updating TextMeshPro to the latest version (3.2.0 or higher) via the Package Manager is the most reliable solution.Workaround: Add null check (code modification)If you can modify the TMP package directly, you can prevent the error by adding a null check to the TMP_SubMeshUI.cs method UpdateMaterial() as follows.csharp// Existing code if (m_sharedMaterial.HasProperty (ShaderUtilities.ShaderTag_CullMode ) ) { float cullMode = textComponent.fontSharedMaterial.GetFloat (ShaderUtilities.ShaderTag_CullMode ) ; // ... }→ As shown below, check if m_sharedMaterial and textComponent.fontSharedMaterial are not null.csharpif (m_sharedMaterial != null && m_sharedMaterial.HasProperty (ShaderUtilities.ShaderTag_CullMode ) ) { if (textComponent.fontSharedMaterial != null ) { float cullMode = textComponent.fontSharedMaterial.GetFloat (ShaderUtilities.ShaderTag_CullMode ) ; // ... } }Managing the lifecycle of font assets/materialsBe careful that font assets and materials used by TMP are not destroyed first during scene transitions or shutdown. For example, if using Addressables or AssetBundles, it is recommended to adjust the timing of calling UnloadAllAssetBundles(true) or to release resources after the TMP object is completely disabled.SummaryThe input system log is part of the normal shutdown process.The NullReferenceException occurs due to a TMP bug where it attempts to access an already destroyed material during shutdown/scene transition.Updating to TMP 3.2.0 or higherwill resolve this. If updating is difficult, you can take temporary measures by adding a null check to the code.As an aside, I also felt the FPS drop during gameplay, and it seems to be a problem caused by loading terrain too broadly, so I felt a method of triggering map loading when getting close to the area is needed.Thank you.
[BugReport] Bug where the Long-tailed Tit's rope gets tangled and cannot be retracted [1]
I experienced this 3 times while playing for 30 minutes.In all three cases, I was trying to use the rope's momentum to perform a 360-degree turn to get onto a platform.The rope falls off the Long-tailed Tit's head, and the Tit gets stuck hanging in a strange direction. In this state, clicks don't register, so I have to exit to the main menu. Fortunately, if I resume the game, it falls down (rope firing doesn't work) and proceeds normally.
[SpeedRunEvent] 00:06:59.642 (Updated) [1]
The climbing game using a grappling hook is really good, butthe gear grappling hook jump section seems to need some adjustments. Regardless of the difficulty, it just feels too unpleasant.I let go at the exact same position and in the same way, but it jumps differently every time, so it feels like it has nothing to do with my skill. +Oh, I broke past the 7-minute mark and updated it to the 6-minute range!!I originally wrote the post saying 10 minutes, but I've updated it to 6 minutes. There's definitely a fun factor in optimizing the route. Yay~
[SpeedRunEvent] 00:13:26.420 [1]
It's not my preferred genre, so it would be difficult to attempt it multiple times just to shorten the record.Even if I don't make it into the rankings, I'll participate for now.I tried up to the section where the rocks roll down, but it seems impossible with my skill level, so I eventually gave up.It's a demo, but the content was quite substantial, so I was able to enjoy it for a long time.




