Solo Tower: Idle Roguelike
Mobile Version (Android): https://play.google.com/store/apps/details?id=com.ReguGames.SoloTower
Defend. Upgrade. Conquer. Survive 50 Days or Perish!
Solo Tower: Idle Roguelike blends intense tower defense with idle progression and roguelike strategy! Command a lone tower against endless waves of enemies, harness magical powers, and build a self-sustaining empire. Will your tower withstand 50 days of hell, or will you fall and rise stronger?
KEY FEATURES
- Addictive Idle TD Gameplay: Simple tap mechanics with deep strategic depth.
- Permanent Upgrades: Invest gems in stats that persist across runs.
- Farm & Mine Mechanics: Balance gold for survival and gems for eternal growth.
- Roguelike Tension: Every decision matters—will you prioritize attack, defense, or resources?
Published | 3 days ago |
Status | Released |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (3 total ratings) |
Author | ReguGames |
Genre | Strategy, Simulation |
Made with | GameMaker |
Tags | Colorful, Idle, Incremental, Medieval, No AI, Roguelike, Roguelite, Top-Down, Tower Defense |
Comments
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Thank you all for taking the time to play the game and provide feedback. I've noted all your comments and will get on them as soon as possible. Overall, I can see that everyone agrees there is a balance issue, and that will be the first thing I fix. I apologize for taking so long to respond to everyone; there were some issues that left me offline for a few hours, and this is the first game where I've received so much feedback—previous games hardly got any comments, haha. I take it as an indication that the game at least draws attention, so I'll work on improving the gameplay. Again, thank you for your time and your comments!
A few suggestions:
1) Some enemies have to walk less than half of the others before they hit you because they hit the castle at the sides. You should probably have a round hitbox.
2) Enemies move speed is scaling to fast, by level 20 almost every enemy just hits the castle before you get to attack.
3) There should probably be more upgrades, like arrow speed, aoe attacks and enemy debuffs.
4) Skills needs a spell check(attack, not atack) and a description.
I'm on wave 24 now. Got there with two rare seeds in a row and 4 harvests. Enemies hit the castle anyway and armor determines how far I go. The castle reach is far and cheap enough so that the hitbox does not play into it.
Operaionally I see killing enemies and fire rate+damage only as a variable gold generator not for how far I go.
Needs an actual explanation about what the farm even does, or what "dig" upgrades for the mines do
They can be harvested on day 10, I upgraded them as I can only make it to day 9. When you reach the harvest date you can click the mincart to get crystals or the wheat on the farm to get what you have grown. Shield upgrades are the most important so far for me as they determine which wave I reach.
I wanted to add explanations of what each upgrade is for but I thought it would be too much text, but I think you are right, I will think about how to solve it, maybe with a pop-up with “?” explaining each thing
This is really fun and addictive! I love how you can unlock permanent upgrades and slowly get better and better!
Thank you for your kind words! Any feedback is welcome