
Isle of Arrows is a Puzzle Tower Defense game in which you build a fortress in the sky. Place towers, expand the isle, and build your own paths. Can you find the perfect spot for each tile to beat the RNG and defend against waves of invaders?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Too much RNG. Just...too much. Need a certain path card = wait about five turns to get it. Need a certain tower card = wait about five turns to get it, after which you're now at three hearts. It's just a painful experience, with little to no reward in the gameplay.
I like the gameplay loop but the tile placement is so restrictive with where paths are allowed to be built it causes incredibly frustrating moments of throwing away pieces you need.
For a tower defense game ... it's missing a lot. No sense of the range of towers. Seemingly no option to upgrade towers. No preview of the mobs in a particular wave. Control is clunky with rotation on a click? Placement on the button at the bottom? Drag and drop the piece where you want it to go instead of, say, WASD moving the piece around (and QE to rotate)? While the idea of being able to specifically craft the route alongside placing towers is interesting (so not using towers to change the path as is common), it usually does so in a way that isn't ... pleasing ... or effective for what you're currently working with. The fact that the game uses a random deck of tiles, with the option to skip a turn at a cost, is a standard for deck building games, but as is usual with deck building games, it can only mitigate RNG so much, and planning and precision are the norm for tower defense games ... so the mixture of the two isn't a great feel.
I kinda wish Steam allowed a "Meh" or "middle" answer to the recommend system, cause i still wish to recomend this game to others, but also share my fustrations with central gameplay loop. First an formost, what works. The game is a strategy tower defence game, which is a genre i like, which also brings in roguelike gambling mechanics which i like. It's incredibly simple in its design, which gives it a nice and simple learning curve. I love the tower varity, card options, which allows for a small yet cool level of replayability. Not to mention that there are multiple different playstyles to unlock ontop of the base stuff, which changes the main gameplay loop in many unique ways. I love the gameplay design and loop.... HOWEVER! That comes with a big as * on it, as the amount of luck you need to get anything done in this game, ruins its pacing and just turns the game into a slot machine. You go to the slot machine, asking for a decent run, and you get spit into a run where it takes you 5 turns to get 1 thing you need, and when you get it, its not enough to fix the sitation your now in. Put simply, the things you need take to long to get, and when you get them, the situation is worse, and requires way more stuff to fix. It tanks your game economy, just trying to roll on the slot again and again, to hope the gods give you what you need. if the game had multiple tile options, pr round, it would make it so much smoother and less RNG like. If that feels to simple, make a difficulty harder that just the current base game RNG system. I think its way to punishing and does not always reward you for thinking ahead. Sometimes it punishes you for thinking ahead, and lets you sit there waiting for that one corner/straight path, for 6 turns, making you lose 6 health, only to then get it, place it and it not enough to save you. Also, if they added a way to specify how towers target enemies like in Bloons Tower Defence, IT WOULD BE AMAZING, cause i cant count the amount of times i have had Towers targeting, THE WORST OPTION, RENDERING THE ENTIRE TOWER USELESS (talking about you cannon tower) Anyway, i think its a decent tower defence game, but it defo has its major flaws, that can piss you off, and make you hate the game instead of wanting to play it. Its a few tweaks/quality of life mechanics away from being a nice chill casual, yet diverse roguelike tower defence game.
Such an annoying game.
[h1][b]在随机的地块中拼凑防线,一场全看手气的“塔防拼图”[/b][/h1] [h2][b]游戏总评:7/10[/b][/h2] 全成就通关且写了全成就指南贴在测评下面,如果你喜欢塔防,但又受够了那种固定点位、固定套路的死板模式,那《箭之岛》确实能让你眼前一亮。这游戏最聪明的地方在于它把抽卡和拼图完美地塞进了塔防里。你不能随心所欲地铺路或者造塔,每一轮给你的地块都是随机的,你得像玩拼图一样,把那些歪歪扭扭的路径、防御塔和功能建筑拼凑在一起。这种被迫在有限条件下寻找最优解的过程,确实非常上瘾,甚至带点开盲盒的快感。 游戏最出彩的地方在于它的策略深度。因为你没法预知下一张地块是什么,所以每一局的防线都长得完全不一样。有时候你得为了延长敌人的行军路线而拼命绕路,有时候又得为了给主力塔找个好位置而忍痛牺牲掉一些资源建筑。这种即时的资源管理和空间布局,让游戏的重玩价值变得很高。极简的画风配合清脆的音效,也让游玩过程有一种说不出的禅意,非常适合下班后拿出来杀时间。 不过,成也随机,败也随机。游戏最大的缺点就是随机性对体验的影响过于极端。在某些高难度模式下,如果你连续几回合抽不到关键的转角地块或者是特定的防御塔,那基本上就只能眼睁睁看着防线崩盘,完全没有操作空间。这种被运气锁死上限的感觉,在后期会带来很强的挫败感。另外,后期套路相对固定,基本上玩久了就会发现某些流派的统治力太强,导致其他的组合显得有些鸡肋。解锁新内容的肝度也不算小,对于追求快速获得反馈的玩家来说,进度可能会显得稍微慢了点。 总而言之,《箭之岛》是一部气质独特的解谜塔防佳作。它用最简单的规则玩出了相当丰富的策略花样。虽然随机性带来的平衡问题偶尔会让人血压上升,但只要你享受那种在绝境中拼凑出完美防线的成就感,那这座小岛绝对值得你折腾十几个小时。 我在STEAM社区写了全成就指南,感兴趣可以看看,点个赞,收藏一下 https://steamcommunity.com/sharedfiles/filedetails/?id=3706799385
随机性很大,非常看运气,所以并不好玩,除非喜欢自虐。
Its a TD game where you get a card that you lets you place things on the island. You start with a short path and 1 tower. Each new card can be either a tower or a piece of the path or a building. If you dont that the offered card, it will be discared and you get the next one. You get gold for each wave and you can spend it in the black market or to get the next card sooner. Pieces of the path cannot block or be blocked by other buildings so you have to plan ahead if the piece doesnt fit the current path or discard it. There are different tower types and most needs to be unlocked via progression. Buildings provide benefits if you meet thier conditions. For example fisher hut needs water in adjacent tiles and it will provide you with gold for each water tile. There are different enemy types but with similar look. The game also allows you to use bridges and bombs. Bridges are used when trying to place something on the cliff on the island. Bombs are used when trying to place something on top some other building/structure. There is also a wheel of future with positive and negative effects but you can decline to spin it. Graphics and music are very basic but nice. Clean UI design. No bugs noticed so far.
結構難しいですが、じっくり考えてのんびりやるにはうってつけです。
There's a learning curve, but then a really interesting game with some depth behind it. Well worth playing.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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