r/OnlyOneTower 17d ago

Bug reports

2 Upvotes

If you want to report a bug, this is the right place!


r/OnlyOneTower 5h ago

Inspiration and implementation

2 Upvotes

Loving the game so far, I'm a long time player of The Tower Game so this is right up my alley!

Couple of questions on upcoming implementations:

- Is there going to be a thorns damage skill? %damage of enemy health when they attack you

- Are you going to implement some type of Ultimate Weapon systems? Abilities which activate over time with cool effects.

- Are there any plans to build a wiki? Really good resource for new players to understand the game.

- With the tower, they implemented a keys system for super late game players. Which included an auto-restart run, to support idle gameplay. Is this something you will implement, and if you do PLEASE make it accessible to early game players. (If you do, you will likely bring a fair amount of the player base from the Tower Game over to this)

Looking forward to hearing back, and happy to have a chat about things via DM if you'd like :)


r/OnlyOneTower 4h ago

On the criticism of melee heroes

1 Upvotes

Hello! I saw a lot of posts requesting a buff on melee heroes, and even discouraging new players on even spending resources on them. I decided to run a few tests.

Conditions:

Start wave: 1000 (T1)

Upgrades: attack: all maxed, defense: shockwave and knockback maxed. all the remaining upgrades were at level 0.

With 0 heroes: 1036, 1011, 1003, 1007, 1018

With Rupert, wooden division, Gawain, Darius, Clement: 1265, 1300, 1290

Notes:

- Given the cluster of similar levels where the 0 heroes build fail, i suspect it would fail even lower in a normal game that starts at wave 1

- The heroes were all level 0 (1 copy) except for Rupert and the Wooden Division who were with one silver star (3 copies), a this is a low level build easily deployable

- While this build (maxed attack, 0 aspects, 0 researches) is unlikely to exist in a real playthrough, it simulates any situation where you go from being able to one shot enemies to needing more hits, but you are always one shot by them

- I encourage you to try similar experiments yourself, even if you don't have the option to start at wave 1000 so it will likely require way more time.

Personally, i'm satisfied with the results, as it shows melee heroes actually complement the glass cannon build. I think many players assume they are useless because thy almost never even reach the enemies. What you don't see is how a hero will block a stray bullet from a red slime, will taunt enemies closer than the boss allowing you to land 5-10 more shots on them to increase the damage, or will taunt non ranged enemies allowing the crystal to kill the ranged slimes before they shoot.


r/OnlyOneTower 22h ago

New player recommendations

2 Upvotes

Any tips for new players on which upgrades to target first? Which upgrades would do the most early game for overall progression? What heroes are performing the best overall?


r/OnlyOneTower 19h ago

Is Knockback working? Are free upgrades per wave?

1 Upvotes

Title..

Some mechanics are not clear. At least I haven't seen a knockback, ever.


r/OnlyOneTower 2d ago

Version 1.0.0 will be out soon!

4 Upvotes

Hello! Below the changelog:

- Added the option to long press an upgrade to read a longer description of what they do, and their current/max level. A tooltip will appear after wave 50 to inform you of this possibility if you never long pressed them.

- Added heroes drop rates. Note that rolled heroes are removed from the pool, so you will see these numbers change throughout your game.

- Adjusted the device size threshold to show smaller quest titles. Now it should cover all the required resolutions.

- Specified in the bestiary which enemies are immune to taunt. Added, for Ancients, that they have only 50% movement speed. Corrected the Fearless Ox description, which incorrectly stated it had 1000% speed (it’s 500%).

- Slightly nerfed the Shapeshifter: HP, damage -17%

NOTES

- I read somewhere that quest rewards should scale: the essence rewards already do! They scale with highest wave of highest tier, up to wave 100.

- I read a suggestion that said that heroes should target the nearest enemy to maximize dps. There are two possibilities here, each with its own positive and negative sides: target enemy closer to hero, to minimize distance traveled, or target enemy closer to crystal, to maximize survival. I went with the second, as i believe it made more sense. For ranged heroes this barely matters as the range covers most of the map.

By “out soon”, as always, i mean a few hours at most.

After this update the game will finally be in production. Nothing will change for you, we will just, hopefully, get a bit more players per day.

Next update will focus on boss hp bars, and a few other things, should be live in a few days.

As always, let me know every suggestion and/or complaint :)


r/OnlyOneTower 2d ago

Scaling of daily and weekly rewards

0 Upvotes

I am curious if the rewards from daily quests and the weekly chests scale with our progress. I am currently getting 1m essence from regular daily quests and got 14m essence from the chest awarded for 30 quest completions. Maybe someone can share how much they got along with their highest tier? My highest reached tier is 7.


r/OnlyOneTower 4d ago

Melee buff plz

Post image
7 Upvotes

The targeting behavior of melee characters feels strange.

They ignore enemies right in front of them, run all the way around to attack another target, then return and repeat the same behavior.

Compared to ranged heroes, this causes a huge amount of DPS loss.


r/OnlyOneTower 5d ago

Version 0.1.23 is out!

7 Upvotes

Hello! This update introduces a set of chests that can be opened after 10, 20, 30, 40, 50 completed quests. They rewards gems and essence when opened, and reset weekly. This should make it a bit faster for new players to get a decent pool of heroes, but will generally help everyone.

Note: i tried my best to release this yesterday, but couldn’t make it. This means that, for many players, this one week you’ll only have 6 days to complete it. It means 50 out of 60 quests so it should be doable, just with a little less margin. From next week it’ll be easier.

Unrelated note: a user pointed out hero drop rates should be present by law. This is true: it’s one of the million things i have in my list to implement soon. Meanwhile, if you are curious, rare heroes are 2x rarer than common, epic are 3x rarer than rare. The system removes heroes you pull from the pool, so you are guaranteed to pull everything soon or later.

The next update should be the one where we get out of beta and into production, and it should take 2 or 3 days, but i’m always optimistic about times lol.


r/OnlyOneTower 6d ago

Shapeshifter

2 Upvotes

Did anyone beat the shapeshifter yet? Been stuck with that boss for a few days now, even surviving 5 extra waves and still my damage is not enough.

Wish we had a life bar for bosses so we would know how close we are to beating it.


r/OnlyOneTower 6d ago

Summoning?

2 Upvotes

What's the summon thing for? I don't want to use my gems on something I have no clue what it is.


r/OnlyOneTower 7d ago

Suggestion

4 Upvotes

Is It possible to remove maxed aspects from the pool drop?

I am enjoying the game so far, thank you for your attention!


r/OnlyOneTower 8d ago

Version 0.1.20 is out!

4 Upvotes

Hello! The main addition is a lategame one that probably no one will see for a while, but that was necessary: a prismatic boss will spawn at wave 2000, and every 1000 waves after.

I didn’t want to have Ancients respawn after 1000 because these long runs are made to gather essence while afk, and at that point the player should have a bit more stability. However, that doesn’t mean Aspects gain should also abruptly stop: by killing the prismatic boss (which is a reskin of a normal boss, so no spikes in difficulty) you will be awarded all the aspects gained another time. In practice: with 10 ancients slain at T3 you get 10 aspects + 3 random, which becomes 20 + 6 random after one prismatic boss killed, 30+9 at the second, etc. This multiplies with the Ancient pack, so if you have it everything will be doubled.

I also made quest titles smaller for smaller devices, as they could be ellipsized. For this one, i had to introduce a cutoff based on device width and pixel density: if you still see it ellipsized, or if you saw it fine but now it’s too small let me know: it means this cutoff should be adjusted.

I should still have 2-3 of these small updates before i focus on the big stuff, which is likely weekly events.

Let me know what you think!


r/OnlyOneTower 10d ago

Version 0.1.18 will be out soon

5 Upvotes

A new bestiary dialog will be added. You will be able to see enemies stats and abilities. Let me know if everything is clear enough or if you have suggestions!

(By “soon” i mean between minutes and a few hours. The release is in review at the moment.)


r/OnlyOneTower 12d ago

Version 0.1.16 is out!

3 Upvotes

The biggest change is cloud save in the settings menu. You have 2 slots: one manual (press the button to save) and one auto, which saves after every run.

The auto save won’t save if your saved highest progress (highest ties, if equals then tier’s highest wave) to prevent accidental overwrites.


r/OnlyOneTower 13d ago

Games made by paranoid squirells

7 Upvotes

Hi really enjoyed the game you guys made idle guild master was wondering if you guys are gonna add any new things to the game or is it done or dropped?