This category is for feedback regarding Minecraft Dungeons, an all-new action-adventure game, inspired by classic dungeon crawlers. To talk about dungeons IN the current game of Minecraft, please use the Structures category. Be sure to separate your ideas so people know what they're voting for. Bugs, support issues, gameplay questions, ideas that already have threads in progress, and things covered by the FAQ will be removed. Thanks, and enjoy Minecraft Dungeons!

21

The Tower Feedback - Give us your thoughts!

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  • 15
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    I wish there was multiplayer because I play this game with my brother 99 percent of the time. Idk if you guys are working on multiplayer but I would greatly appreciate it if you at least supported local multiplayer for the tower

  • 2
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    There is a huge difficulty spike on round 22. 23-25 are difficult too but then 26-30 feel much more like rounds 1-21. Is this intentional or is it something that can be smoothed out a bit? That Being said, the tower is fun and a good single player challenge. It would be interesting if the tower had a bunch more floors and you could look at a leaderboard in the camp to see who has gone the highest. Lastly, thank you for still putting time into MCD. It’s one of my all-time favorite games.

  • 1
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    In Minecraft dungeons I downloaded the new update cloudy climb and it deleted my best character.

  • 11
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    add multiplayer and make the tower change more often. also make the gear for each floor randomize

  • 5
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    The Tower is an immensely interesting concept, but the kinks laid in the surface of this feature make it more of a half-put together feature for me than a complete one. Starting with the absurd difficulty spike around floor 22, largely due to the royal guards' knockback and how cramped the space is. Perhaps if this floor was as open as the earlier Highblock Halls floor (around floor 6 iirc) and had less mobs, it would be more of a fair challenge. The 25th floor suffers from this cramped space issue too with the glut of wither skeletons and a ghast in the fray. Balancing issues like these would help this feature a lot.
    The roguelike progression system could have the items randomized each time you climb the tower too, and have the Powersmith upgrade 2 items for you, so that you don't sacrifice survivability for more damage? The Gildsmith could give higher gilded enchantments too on Apocalypse.
    Lastly, the rewards. They're valuable, but many complain about choosing one of only 3 items, making it nigh impossible to get what you want from here, a simple fix being 6 rewards after completing the tower (while still having to choose only one) while making the tower better than an extra merchant to the camp.
    Despite only playing the update for a day and not enjoying it too much, I believe Mojang has laid an earthly foundation for better seasons to come, looking forward to future updates!
    TL;DR
    loosen floors 22-25, make items more random in the tower and give the vendors more agency.

  • 2
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    Here is an idea for the tower: Make it endless ( or at least 100 levels), give players the chance to get one item out of it (or more if they complete the tower). And here comes the good part, let us decide what that item enchants and rarity will be, let the merchants in the tower help us with that task, every 20-25 levels, let us choose an upgrade to add/change from one specific item we brought with us in the tower (for the cost of giving up an upgrade for the next boss). And for god sake, make the tower have a progressive difficulty, I hate when one level kills me twice and I barely escape the third time, but after that, all the levels are a walk in the park. And the main problem: replayability ( make the tower have at least more item combinations, I understand they made it like this so it is challenging, but running it more than 3 times feels like a chore. Give us ways to skip levels, puzzle levels maybe in between the combat levels if u want to skip something, give us chance levels, things that may rely only on luck or skill ( not too many of those, but it can give either a feeling of danger if u get something bad or either courage to go to the combat level next and not skip to the puzzle). The actual tower feels like it was only the work of 3D modeling with someone from the game design who just came in 10 seconds in the room and gave one or two pieces of advice.

  • 9
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    How about adding challenges that don't involve killing waves of enemies? Like complex puzzle challenges, or challenges that involve good problem solving skills.

  • 6
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    The way you've decided to go with The Tower has shown me that nobody there has any real play time on the game you made. You have decided to put the best rewards in the game on a mode that does not need any gear to complete. What does this do? It makes it so all those rewards you are trying to get mean nothing. They are not required to further get better gear. How did anyone think this was sustainable? This has to be one of the biggest oversights I have ever seen and whoever was behind this decision should be embarrased. Tell me you have no idea what the point of a dungeon crawl is, honestly. Where am I suppose to use all this new over powered gear? In modes that will reward me with gear that is less than what I got in The Tower? The point has become lost. The Tower has made a joke of your game. I am beyond shocked by this.

    If you raise the difficulty it will only further destroy things. This tower should have never held such high gear unless it was acheived with gear we had from other sources.

    You could have made it so your avatar picks a set up from the gear you currently posses and the tower is "endless". You could have made it so you can pay 500 gold as an option entry fee to have a chance of gilded items and depending on where you died in the tower and the gear you achieved could have meant you get 262 gilded items while still tieing in a need to run Hunts for the entry gold. I mean honestly the botch is so bad. Nobody wants to play as a level one with a common sword again.

  • 2
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    HEY, don't offend them like this. Yes 5he tower could have been better, but you need to respect the effort these people put into this mode.

  • 5
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    Needs an option so you can play with a friend.

  • 4
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    I've ran through the tower many times now, and all the combat has started to make it feel a bit dull. Perhaps a variety of floors could be added that appear throughout the tower to add some variety, instead of it all just being combat. Perhaps a floor where you just have to get from point A to Point B while avoiding an infinite wave of mobs, or a floor with a puzzle/series of puzzles.

  • 4
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    I really like it but it takes way to long to go up in rank. I got to floor 15 and I only went up to rank 1 .

  • 2
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    would you ever think about making it possible to play old tower variations? i think there would be a lot more replayability if you could play more then just the current tower before it changes

  • 2
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    Could you make it that whenever you beat a floor in the tower you get a small bundle of arrows? Whenever I play I keep running out of them.

  • 0
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    Love the tower.  I was playing and doing great....then I fell and got stuck on level 14 of 21.  I could not roll out, the enemy could not hit me so I couldn't die, so I had to quit the tower and lose progress.  My suggestion would be to allow respawn or stuck respawn type option like the checkpoint respawn (which didn't work in this case).  I was stuck to the right of the wooden entrance post.  Have video if needed.

     

    Great addition to the game keep up the good work.

  • 4
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    Multiplayer pleaseeeeeeeee

  • 2
    Registered User commented
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    need multiplayer mode. dungeons one of my main multiplayer games

  • 0
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    One idea to improve the tower is letting the player keep ONE piece of their avatars build that helped them through the tower at the end instead of just one random item. The player kinda grows and bonds with the build they make in the tower and its almost like a trophy to keep the one piece that helped you through it. Another debatable idea is to keep the enchantment points collected on the item too so you don't have to spend all of yours once you get it. I can see this being a flaw with people overloading in enchantment points but may help boost using them in ancient hunts or if thats to be avoided then make it so if the player gets rid of that item, none of the tower enchantment points are given back to the player. They just stay with the item. Overall the tower is fun and i play each one but the rewards are lackluster

  • 1
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    I really think that, for a certain length of time, the players should be able to return to the place that they died in the tower. (I.e You die 4 times on lvl 23 in the tower, and for 24-72hrs (it should also be random) you can return to lvl 23 with ALL of your stuff)

  • 0
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    And also, could you ffs randomize the gear on all of the floors. Like I have done the tower like 5 times, and every time all of the loot is the same, and it's getting boring.

     

  • 2
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    it would be really interesting to see tower floors where you could switch the fighting tone, like puzzles, or even a level where you have to play as a mob. there could even be side areas in which you can earn an additional reward when you complete or fail the tower.

  • 2
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    I have a brother that I play with everytime I play a videogame and ever since the tower came out we have rarely played it because it is just boring by yourself so for luminous night please add in some sort of multiplayer or at least make it harder depending on how many players? Thank you for making this game and please take into consideration what I have said.

  • 1
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    The Tower has become rather stale since release, so here are some suggestions to add value to the Tower.

    1. Randomize the Tower.
    The Tower's replayability is by far the worst. No new levels to play after you beat it once, only the same old. Replayability is one of the major reasons why alot of people, like 04AM has stopped playing Dungeons. If every level has randomized sections, for example, there is a bit of Soggy Swamp and Pumpkin Pastures in one level. Randomized mobs, etc. Same with the loot you get every time you finish one level, it should be randomized along with the enchants. This change alone will change the game ALOT.

    2. Loot for beating the Tower.
    No one will play the Tower if it's to get the same old items. Add Tower-exclusive items themed toward the seasons. Then people will actually put in the effort to play the Tower, because right now it just feels like a chore to play it. Example: Luminous Skeleton Armor.

    3. Difficulty.
    Now, I don't mean to increase the spawn rate of Creepers. I mean DIFFICULTY. As in a challenge in the Tower, the higher the floor, monsters deal more damage, mini bosses, etc. The last boss should be the hardest of all and should reward you with an exclusive item other than to ones you get for beating the Tower.

    Thanks, and I REALLY hope this gets implemented in the next update. I assure you that so many more people will actually play the game, as Minecraft and Minecraft Dungeons are my favorite games of all time.
    Good luck.

  • 3
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    Pls make Tower changing every time I enter it. Bosses, weapons, armors should be different every time.

  • 4
    Registered User commented
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    With the new seasons, it needs an option to switch between tower seasons to customize your camp and tower experience! Also an option to refresh the tower floors when you get bored of the current layout. (Also better puzzles because even though it's advertised to have them it doesn't)

  • 0
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    Frankly, the Tower is my favorite part of Dungeons. It's so fun and rewarding with the random OP loot. Needs multiplayer, but other then that I would say the only nitpick I have is with Luminous Night, the tower floor victory splash text is after all mobs are dead instead of when you go to the next floor. which is fine, but the feel of the splash text feels a little out of place for me. This is more a personal pet peeve for me though, I can't speak for everyone else. 

    Again, fantastic addition to the game. Keep up the good work, Mojang!

    also please add a story for the tower keepers. or at least some hints.

  • 0
    Registered User commented
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    maybe add a storymode would be nice

  • 0
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    The Tower is a nice side mode that is only there to test your skills and knowledge about the mechanics of the game in a simple roguelike adaptation of Minecraft Dungeons. I think the only bad part of the tower is how it was hyped, as players assumed it was going to be WAY bigger than it actually turned out to be.

    P.S While the idea of the tower being multiplayer is one many people want, I don't think it would work as well as they would hope for, as all the items would be the same to everyone, which would make it not that diverse in terms of build. And from my experience of both multiplayer and singleplayer, multiplayer tends to be a lot more causal than singleplayer, which is what the tower was made to be for.

    However, I do think something a bit like the tower but for multiplayer would be nice. I would recommend instead putting time and effort into making a whole other version of the tower just to support multiplayer, that it goes to a new, maybe even multiplayer only, experience.

  • 1
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    I love the tower, I wish I could play it when I'm offline on my Nintendo switch though.

  • 1
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    I would say in the future, don't resort to throwing 2 mini bosses together and calling it a boss. Elden Ring has this problem of horribly balanced bosses due to just throwing two bosses/enemies into a room and calling it a new boss. You have to make sure the mechanics of the two don't create impossible or otherwise awful situations.

    Floor 21 of the recent Tower update is like this. Illusioner is already an imbalanced mess since he can die super quick or last a long time and deal out absurd damage since you're constantly trying to guess which one is real, and by the time you maybe narrow it down, he clones himself again. On top of that, he can blind you so you're punished even if you guess him right.

    The blindness should be an attack that you can see and avoid. And he shouldn't re-clone himself until a few seconds have passed after his clones have been eliminated, so the player is rewarded for narrowing them down instead of feeling at the whims of RNG, since that and the blindness devolves it into RNG.

    But also, sticking him with an Enderman is all kinds of awful. I dealt with him, but barely. I had a strategy to nuke him with a Voidstrike + Illager's Bane Anchor using Gong and Power Shaker to make use of his clones, but was punished by missing because I was blinded outside of my control.

    Illusioner just isn't a fun boss. He's usually able to be dispatched really easily, but an enemy that's either laughably weak or ridiculously unfair is way off balance.