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As for the loading times. Our first priority was to optimize the overall graphics - even with so many different effects we have - I hope the game runs smoothly for you.
Now we are focusing on loading times - it is already much better on our beta branch. If you like, you can give it a try (and see what else we have implemented already, its is quite a lot of it)
password to beta: a8X1uN6xQz0Lu5Rd2qK8
- The description of "Dead Knight" on Level 1 doesn´t fit in the box you can click on before battle...when other enemies are also in the fight, the box is to small
- It isn´t obvious that you can switch between descriptions of skills enemies have by clicking on the
- It isn´t obvious that you can send screenshots when reporting an issue
- You don´t get a message whether an issue you reported "got through"
- On mouseover, undiscovered areas in the map show text
I run Win 7 1920x1080.
Overall, I really like Tower of Time! One of the few of the many games I own which I will play through! For me, not a single crash yet. Great work!
- Achievements in Steam itself should get a description how to get them
- Clipping errors (?) when placing bear traps or fire runes near constricted space (e.g. bridges)
- IMO it would be great to have the option to "auto-refresh" buffs as long as you have the mana. If you don´t want to, you can deselect it - but having to click on it (and then on a character) every X seconds adds nothing to the game...
- Could you make the items showing which conditions affect a character in battle bigger?
- Beautiful music! Thank you for making it available. However...where? In the folders I can/could see the movies (you should hide them!), but not the mp3
- Achievements seem to be broken for me. I don´t even drew first blood!
* Achievements - we will check that.
* Autocast - is our our list to do.
* Enemy descriptions - yes, we increased the text there recently and have to cut down some descriptions
* descriptions of enemy skills - details - we will make this button stand out more
If you would be interested, we have our discord channel for beta players so you can share the feedback directly with us:
https://discord.gg/8hpkCgD
TL:DR
-No homing projectiles (arrows should not bend around a 90* angle)
-Implement trajectories for projectiles creating immersive combat that utilizes your system to the fullest.
doing what you said - projectiles hit the location not the target - would effectively make any range character useless in real-time combat - unless it would be immediate shot-hit like terran marines in starcraft.
We did not include them - as we have separate dmg report for each summon. We think its clearer that way - as we dont duplicate the numbers - also dfficult to show "tankiness" factor - damage received and damage mitigated.
You think it would make sense to add summon to the damage only and leave other stats separated?
- Camera zoom in and out. It is quite needed for an outlook of the terrain, and for the contextual feeling. I think there is no excuse to not implement this feature given the game is all in 3D anyway, and I am sorry if that sounds pedantic, but everything is in place for this to work...
- Speaking of which, since it is in 3D, why don't you also implement a small rotation capability, like in Satellite Reign? I understand that everything is modelled to be seen by one point of view only, but a rotation of, say, up to 90° does not harm this and greatly helps the sense of volume and freedom.
- Just to consolidate a previous discussion, I would like to suggest a power of "perception" so that hidden objects become highlighted if they are caught within the radius of the character using it. With this being an in-game power, the player will have to find a balance of using their mana and/or points or manually looking for stuff, instead of being just an option that makes the game 10x easier.
I understand your reservations for my complaint, but I would like to illustrate the frustration behind your projectile destruction mechanic when there are (seemingly) cases of extreme pathing and clipping issues with projectiles. Something only exacerbated on maps where destruction terrain is virtually non-existant or abysmally positioned.
It is also entirely possible as someone suggested above that this is a matter of perception due to being locked into a single perspecive. Being able to rotate the camera angle, even a small amount, would give much more detailed battlefield insight allowing tactical precision and visual clarity. As this is unlikely to be a viable scope before the complete launch, I would hope this is at least a major detail worthy of incorporating at some point in the near future.