Tower of Time
 This topic has been pinned, so it's probably important
Event Horizon  [developer] 13 Feb, 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; 13 Feb, 2018 @ 3:24pm
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Showing 1-15 of 176 comments
KreatorB 21 Feb, 2018 @ 8:56am 
Narration for when group parties are talking. Of course offer the option to toggle on and off as some like to read and other like to watch and listen!
KreatorB 22 Feb, 2018 @ 8:44am 
Another suggestion, try to speed the load time up as it seems rather long between scences. While you could say it my computer, I have a sneaky idea that optimization of game is not finished yet. LOL either way keep it come AMZING and just a suggestion!
Event Horizon  [developer] 22 Feb, 2018 @ 11:59am 
Hello KreatorB. Voiceovers for the whole game are beyond our budget now, but hopefully we could think about this later.

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
Terroni 18 Mar, 2018 @ 5:43pm 
The randomness in loot drops and crafting seems excessive. I don't get the feeling this is intended as quick playthrough rogue-like. Having to save scum to get even halfway decent gear seems a bit offputting. I'd like to suggest each progressively higher tier of crystal have a higher base with random variables added.
Last edited by Terroni; 19 Mar, 2018 @ 5:10pm
zweite.tontaube 22 Mar, 2018 @ 1:21pm 
Some bugs/minor improvement ideas
- 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!
zweite.tontaube 23 Mar, 2018 @ 1:20am 
Four more:
- 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?
zweite.tontaube 23 Mar, 2018 @ 1:11pm 
- The description of "Winged Terror" as well as for "Tree creature" is to long for the description box
- 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!
Event Horizon  [developer] 23 Mar, 2018 @ 1:37pm 
Thanks a lot zweite.tontaube - all are very good points and very thorough.

* 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




MnemonicNemesis 26 Mar, 2018 @ 10:52pm 
Just getting into the game right now and have an immediate No-No that shouldn't be seen in any game specifically tied to tactical combat through strategic placement of characters and skills; homing projectiles breaks this concept completely. By allowing ALL projectiles to hit their target after animation has followed through you effectively make the aspects of movement and terrain redundant, which belittles your ambitions with this project. The player's use of the slow/pause feature is where this aspect of your combat should be utilized during intense micro-plays, but the lack of a trajectory gimps the single most defining feature of this game and its name sake.

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.
Event Horizon  [developer] 26 Mar, 2018 @ 11:46pm 
hi domesticatedwildlife -- projectiles break on the terrain - if you hide behind the wall while fireaball/arrow is flying at you, then its breaks.

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.
mano 27 Mar, 2018 @ 5:29am 
It seems that pet damages are not taken into account in the combat report. Can you add them to their owner's damages ?
Event Horizon  [developer] 27 Mar, 2018 @ 8:49am 
Hello

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?
Patola [Linux] 27 Mar, 2018 @ 11:02am 
Hi, I searched for a little and being very fond of this type of game, I have a few suggestions. I tried to find if they are against the intended design f the game but it doesn't seem so, so here it is:

- 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.
MnemonicNemesis 27 Mar, 2018 @ 5:38pm 
@Event Horizon
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.
Event Horizon  [developer] 30 Mar, 2018 @ 8:35am 
We are fine-tuning this part constantly - when we do full release your own projectiles should never break on the obstacle, unless it is a fast moving enemy (or dashing, jumping, teleporting enemy).

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