Tower of Time
 This topic has been pinned, so it's probably important
Event Horizon  [developer] Feb 13, 2018 @ 3:16pm
Gameplay Suggestions
We collected tons of feedback from the Players already. That has been really awesome. It is spread around various posts - so as per recommendation - we are creating a channel just for that - for new suggestions.

Please share what you like and dislike in Tower of Time and we will see if we can make it better.
Last edited by Event Horizon; Feb 13, 2018 @ 3:24pm
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Showing 46-60 of 176 comments
Grochen Apr 15, 2018 @ 9:12am 
A dialog log would be soo helpful. I sometimes click space twice and miss some lines
Patola [Linux] Apr 15, 2018 @ 5:55pm 
Originally posted by Grochen:
A dialog log would be soo helpful. I sometimes click space twice and miss some lines
Me too. And there is a perfect place for that, the story screen.
Filnn Apr 16, 2018 @ 10:27am 
Great game so far, i realy do like it a lot.

What would be great is,if there would be some verry crepy dungeon musik, not the looping type, but interaktiv wen certain events take place or rooms are discovered, wen you walk around a corner, too fill up the silence and give it some more athmosphere and drama. No vocals just instruments.

Maybee a mode without a map in the beginning, where you need to find the map on each stage.
And maybee a reward from the tower keeper if you solve a stage with 100%? in a lore frinedly way.
Last edited by Filnn; Apr 16, 2018 @ 12:38pm
Event Horizon  [developer] Apr 16, 2018 @ 10:35am 
I hope we can do that later. We will add it to the list certainly.

To @everyone that are offering us suggestions - we listen carefully and note down everything what you suggest. We treat your feedback very seriously and are committed to continue to improve the game - during EA we implemented tons of players' feedback already.

Some of the things you suggest might seem obvious to you - but if you work on a big project like that for a long time - you sometimes you don't notice obvious things anymore - so please keep those suggestions coming :)

Thanks!
Kynsho Apr 17, 2018 @ 7:03am 
Picked this up yesterday - thoroughly enjoying the game so far! I’m up to level 4, have completed the first main level and about to descend to the next. To this point I have only one recurring thought for a suggestion that comes up virtually every fight: Adjustable difficulty options.

Finding that I’m regularly juggling between raising/lowering the base difficulty because some fight encounters are too easy/difficult, or re-trying a combat encounter multiple times and essentially hoping to get “lucky” on RNG. Tactics of course are a big part of success especially at these early levels where there’s not a lot of choice in abilities or party members, but still, being able to fine-tune some of the combat encounter mechanics beyond a generic setting would be nice.

For instance, being able to adjust the length of encounters (number of waves) while having a separate setting to adjust the strength of the opponents. You could have longer waves of weaker opponents, shorter waves of tougher opponents, or any combination thereof. A setting to increase or decrease the number of “spawn points” would also add flexibility. Other options could include faster (or slower) mana/health regen for the heroes, adding a random-chance for ability failure for heroes and enemies (like a pseudo-resist system), and an increase/decrease slider for any “timed” events (like the Portal-style encounters).

Being able to customize at least some of the difficulty factors like this would, I think, help us tailor combat to personal taste and make the game generally more accessible. Lot of us play RPGs for the story, but we still want combat to feel challenging and satisfying without it being mind-numbingly easy or face-into-wall frustrating. And for those wanting to push themselves even beyond the default highest difficulty, this would allow that as well.
SerenityNow Apr 18, 2018 @ 2:57pm 
Please improve our access to enemy status info somehow. I have no idea what status effects are active or not on enemies other than resistance decreases.
Event Horizon  [developer] Apr 18, 2018 @ 3:01pm 
Hello - very good suggestions.
Kynsho- this one is though - but once we polish everything 101% we certainly look into that, sounds like a great idea.

SerenityNow - yes, as soon as we finish performance improvements - and focus on next small scale upgrades - this is on the list - as you are correct - it would be very useful.
Cactot Apr 18, 2018 @ 6:46pm 
Originally posted by Event Horizon:
Hello - very good suggestions.
Kynsho- this one is though - but once we polish everything 101% we certainly look into that, sounds like a great idea.

SerenityNow - yes, as soon as we finish performance improvements - and focus on next small scale upgrades - this is on the list - as you are correct - it would be very useful.


It would be great if there was an actual item crafting system that didn't rely on RNG. The RNG method of crafting forces you to rely on save scumming to have any chance of getting an upgrade for the slot you are attempting to craft. You can easily blow through an entire stack of crystals and end up with no upgrades for the slot you were attempting to craft for. That is pretty un-fun.

Ideally you would be able to:
Select an item type,
Choose quality level (I, I+, II, II+, etc),
Choose rarity,
Choose base damage type (physical, fire, air, etc),
Allocate "points" to any possible weapon attribute (damage, health on hit, critical, armor pierce, whatever) with the number available depending on the rarity and quality.

I love how there are so many ways to approach combat and be successful, but with the RNG based itemization, it makes experimentation a bit of a chore.
greenbrog Apr 18, 2018 @ 8:35pm 
while i somewhat agree id rather get a lot less resources and then just pick my stats, it doesnt "require" save scumming either. You dont have to have everything perfect by any means to complete 100% of content on epic
Ashtarte Apr 18, 2018 @ 9:37pm 
Fix the name of Wolf Spirit ring enchant in the Enchant menu, it shows up as Mana Battery despite enchanting correctly as Wolf Spirit.

Literally unplayable! lol :steammocking:
Ashtarte Apr 18, 2018 @ 9:39pm 
Originally posted by Cactot:
Originally posted by Event Horizon:
Hello - very good suggestions.
Kynsho- this one is though - but once we polish everything 101% we certainly look into that, sounds like a great idea.

SerenityNow - yes, as soon as we finish performance improvements - and focus on next small scale upgrades - this is on the list - as you are correct - it would be very useful.


It would be great if there was an actual item crafting system that didn't rely on RNG. The RNG method of crafting forces you to rely on save scumming to have any chance of getting an upgrade for the slot you are attempting to craft. You can easily blow through an entire stack of crystals and end up with no upgrades for the slot you were attempting to craft for. That is pretty un-fun.

Ideally you would be able to:
Select an item type,
Choose quality level (I, I+, II, II+, etc),
Choose rarity,
Choose base damage type (physical, fire, air, etc),
Allocate "points" to any possible weapon attribute (damage, health on hit, critical, armor pierce, whatever) with the number available depending on the rarity and quality.

I love how there are so many ways to approach combat and be successful, but with the RNG based itemization, it makes experimentation a bit of a chore.
Welcome to CRPG / ARPG crafting! Definitely don't need to save scum either, a ton of the fixed item drops are strong enough to carry you through the game. You don't need to minmax on anything below Epic difficulty.
wizard1200 Apr 19, 2018 @ 9:22am 
The game is amazing, but the player should have access to more characters (3 or 4) at the beginning to make a new playthrough more interesting.

Instead of limiting the access to more characters at the beginning you could reduce the party size at the beginning to 2.
Last edited by wizard1200; Apr 19, 2018 @ 9:29am
greenbrog Apr 19, 2018 @ 9:29am 
maybe on a save game+? but the writing wouldnt make sense anymore; but i imagine something like this is feasible if the game does well enough. Tell your friends :)
wiz Apr 19, 2018 @ 9:43am 
an impossible difficulty for the game, might be a good challenge :D epic was a bit mehh :P
Event Horizon  [developer] Apr 19, 2018 @ 9:50am 
:/ not even a little challenging wiz?
Sure, we can spice things up - not just Epic+ --- we would give all enemies new skills.

Risen Adept with Firestorm, why not.
Last edited by Event Horizon; Apr 19, 2018 @ 9:50am
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