Rogue Tower

Rogue Tower

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Next Patch Ideas Thread
1. Speed up function
2. Exit to main menu while keeping game instance running in background OR Save Function
3. Make number of card upgrades that need to be drawn into passives
4.
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Showing 1-6 of 6 comments
Frogolodia Feb 8, 2022 @ 9:35am 
I second the speed up function! Since it's best to keep your towers close to home that means most of the round is spent waiting on that one zombie from really far away to waddle it's way over!

Other suggestions:
- Let players give towers "default priorities". It would be nice to not have to change every priority every single time I set down a tower.

- Use an anti-aliased font. The current crunchy font is hard to read even scaled up.

- Allow players to respec their upgrade trees, or even just sell back previous upgrade purchases. It would be nice if I only plan on using 3 towers in a run to not have my upgrade card choices littered with things I never plan on picking. Currently you can reset your experience to zero but that's a pretty bad work-around.

- The mine-layer needs a buff

- Let us rotate the camera. I've been unable to use certain tiles because they are blocked off by higher up terrain and units.

- Make it so buttons don't "click through". When I'm selecting an upgrade and it clicks on a tower below the button it can get confusing.

- Occasionally a tower will shoot an enemy and the enemy takes zero damage. This is most noticeable at the start of a run when there are very few towers.
Last edited by Frogolodia; Feb 8, 2022 @ 9:43am
MacromonarchXXX Feb 8, 2022 @ 11:35am 
Mob density targeting. Primarily for mortars. Love that tower, just a function I wish it could have, just lob mortars into the big packs.
Jennifufu Sep 15, 2022 @ 10:37pm 
I literally just had a boss chest spawn on the other side of the tower and I cannot click on it.. camera rotation please! >.<

EDIT: After a bunch of random clicks I managed to loot it but that doesn't make it any less annoying.
Last edited by Jennifufu; Sep 15, 2022 @ 10:39pm
Sajonji Sep 16, 2022 @ 12:42am 
One can only dream.
Good luck with getting updates the community wants. This dev seems hellbent on putting the community through as much pain as possible.
I'm out since the unwarranted ballista nerf.
Daddy Firestorm Sep 20, 2022 @ 3:45am 
  • Possibility to turn the camera
  • Upgrade card(s) for watch towers ("Over the Hills"?) to increase the range of towers placed next to them
  • Upgrade card(s) for flamethrower ("Heatwave"?) to decrease maximum fortification
  • Upgrade cards for conditions ("Splatter"? for Bleeding, "Combustion"? for Burning, "Fermenting"? for Poisoned) that allow enemies with conditions that die to spread some of the condition to other nearby enemies
  • Passive upgrades with a terraform theme:
    -Increase odds of houses (including having them appear in later levels).
    -Increase odds of ore mines.
    -Increase odds of mana crystals.
    -Increase odds of occult shrines (including having them appear sooner and later).
    -Increase odds of forts (including having them appear sooner).
    -Decrease odds of splittings pathways.
    -Select a "favourite" map piece; it gets increased odds of appearing.
  • Cards that come from utility towers (such as gold rush, tax increases, etc) are to be unlocked with XP
  • New tower: Spikes. Very short range, low damage, area of effect, places spikes that stay as long as the tower stays on the path tiles it can reach that just damage when enemies walk over them.
    Cards:
    - Standard damage
    - Standard condition upgrade cards
    - Health damage leads to upgrade cards ("Painfull Steps"?) that steal haste from enemies when damage is done by the spikes
    - Armor damage leads to upgrade cards ("Legos"?) that steal fortification from enemies when damage is done by spikes
    - Shield damage leads to an upgrade card ("Can't Concentrate"?) that suppresses special abilities of enemies that are on the spikes.
Last edited by Daddy Firestorm; Sep 20, 2022 @ 4:17am
wakasm Sep 20, 2022 @ 8:00pm 
It won't happen but...

  • Add all the Quality of Life stuff people have spoke about since day one, speedup, CLOUD SAVES, ways to respec easier, etc
  • Add in some player agency - things like some method to skip placing tiles to gamble for a better layout for a cost - a better explanation of what mobs will show up to each lane - some methods to curate your start or cull cards from showing up
  • reverse the game back to closer to it's original state (or at least before patch 1.0.14) and balance, which allowed for some different play styles that were a lot of fun, let that mode shine, add new synergies, and then balance the challenge with the new mob types against them... bring back these worse changes into some kind of mode that is optional
  • keep the new mobs but give THEM the balance pass that the original game got, if anything should be nerfed, it should be the enemies
  • remove all the superfluous 2x and 3x lane Ballista only challenges, condense them down to a just a couple of showcase ones that show off what can be done
  • Add back April Fools as a playable option OR remove the April Fools achievement (or both!)
  • Listen to feedback outside of the echo chamber that is discord and maybe talk to users on steam once in a while beyond the plushie thread...
  • Add some cards that effect the layout more - maybe a teleporter, shortcut for certain mobs to help split them, increase/decrease certain tyles
  • Add some special tiles that would be fun to get, like a 2x square or synergistic things like a snow mountain that can boost frost if you build next to it, lava that boosts morters, etc.
  • Fix the games balance so it's at least SOMEWHAT consistently winable at the high end. I'd settle for a 10%-20% win rate where losses feel like mistakes I made vs RNG

All of this would easily allow me to reverse my review of the game. Heck, I'm so jaded with this games progress since launch that even half of this would likely onboard me again.
Last edited by wakasm; Sep 20, 2022 @ 8:04pm
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Date Posted: Feb 8, 2022 @ 5:49am
Posts: 6