Thu Jul 06 2023
NEW CONTENT
* Miners Guild: Miners have more choices when building towers but must mine the ground of the isle in the process
GENERAL
* Added an option for screen auto rotation to play in landscape mode
* Reworded the ignition card to make it more clear it only transforms existing traps
* Moved skip button for all events and made it red to avoid confusion and accidental clicks
* Added Japanese translation
BALANCING
* Reduced gauntlet level 1 & 5 difficulty: Max lives are now lowered by 1, instead of 2
* Merchants' starting isle is now slightly bigger
* The Merchant’s coin sacks now spawn adjacent to existing tiles whenever possible
* Merchants start with 1 additional bridge
* Buried wisdom does not appear anymore with the architects and cannoneers
BUG FIXES
* Fixed a bug that would prevent the score display in daily mode menu from updating properly
* Fixed an interaction between a few different relics and rewards that give resources when tiles are destroyed
* Fixed a bug that would prevent the legacy tower from spawning and added the legacy bonus when using restart game from in-game menu
* Fixed an issue that would click items in compendium when scrolling
The game is a fun tower defense type game but you build the path based on random pieces each round. The start of each match is a lot of fun but as the game goes on if you did not get plenty of towers you quickly get overrun fast and it’s all random what you might get. after a while you will need to defend two or three different roads but all with their own start and end point and that’s when the game get a bit unfair. As you are forced to build the same amount of defense for all new roads but with the same money and income you barely could keep up with a single road. Most times you will die from not being able to afford enough towers between all roads. Even if you aim to build new roads close to your older path’s towers you’ll never get the pieces you need to do so. The game needs some way to earn more cash , or strengthen all towers. Overall it’s a fun game but you’ll see once you are halfway through a level it gets gets very apparent you’re going to lose as each wave begins overwhelming you slowly. The game also needs an undo placement option, so many times I accidentally placed something that I did not mean to and it ruins your run as it’s final once a piece is set.
When I saw a $5.99 tower defense game I was excited for that price I knew I would be getting some quality and I did! Great art style, interesting gameplay, fun progression but I have 2 main complaints. #1 IT IS TOO RANDOM!! I wholeheartedly believe that there are some rounds that even the greatest “Isle of Arrows” player on earth has lost before they even place their first tile, because they are going to get SCREWED by RNG. Oh yeah I’m on round 18 and I’ve only been given FIVE towers I can’t imagine why I’ve lost. Or one round where I had an amazing set-up, I even had a second path with tons of towers to boot but I couldn’t get a bomb for over 15 rounds, awesome set-up and 50 coins down the drain just because of RNG. #2 MURDERS the battery, I can’t play 40 rounds without my phone losing all of it’s battery (and I recently got it replaced) and even if I have it plugged in I can’t play an entire game because it over heats the device and shuts down entirely. RNG
I love Isle of Arrows and have worked through all of the campaign levels exepect for one Merchants Guild in the Burning Embers realm. The variety of towers and relics, randomness and variety of levels, and the option to play the Gauntlet and daily challenges are all great. I keep playing every day. My one major complaint is that I've found the merchant guild levels especially frustrating and I've been playing and replaying the same one again and again and feel totally hamstrung by the RNG quality of the game. I wish that we could do one of the following: 1) keep and use some number of tiles later, 2) have some sort of powerup (other than relics and black market draws) to deal with repeated waves of quick or beefy attackers, especially early in the level when you haven't had a chance to develop your path and towers, or 3) change the weighting of what randomly shows up in the early part of the level to make it more possible to complete. Despite my frustration with the merchant guild levels I love the game. Thanks for creating it. Hope there are expansions and updates in the works.
Been years since I had this much fun with an app! I lost 2 hours of time last night to this app and it felt like 15 minutes. I cannot wait to try again. This plays and feels like a tile placement board game that morphs into an amazing tower defense experience. It is turn based, not real time. You draw a tile, place it, and initiate the next wave. You can also spend resources to draw new tiles, demolish existing tiles, or build bridges to place new tiles on open air-because you are on a floating island that you need to expand as you play. It is a beautiful blend of risk-reward resource management, strategic tile placement, and epic tower defense. I also love the artwork. This game screams sophistication and eloquence even as its difficulty slowly builds to crazy hard levels-just wait until you have to manage multiple paths simultaneously! It’s almost unfair how hard (in a good way) it becomes to choose where to allocate your tiles and spend your resources-because the mark of a good tower defense and tile placement board game is all about choice and compromise. The tile draw factor means you probably won’t get what you want so you need to work with what you have. But your success rewards you with more options to choose from in future games. I am enjoying this game so much! My only wish is that it could also be landscape oriented. I play on an iPad 7th gen and it gets tiring holding it in portrait mode.
Definitely plenty of replayability here, and a fun combination of a sort of deck solitaire - tower defense hybrid. However it is a bit too random for my tastes - even if you do everything you can to mitigate and manipulate your chances sometimes the cards just don’t turn up your way - which is difficult to accept in tower defense where generally planning and exact calculation is the order of the day. So the tactical element where you do what you can and alter your strategies in real time is appreciated - but there is not enough balance in the way the cards come out so prepare to lose a lot. Also I dislike how they simply add new lanes randomly nearby rather than having one clean lane for the whole play through (at least in early stages or low difficulties) while you are tempted to double up your towers in practice they are not fast firing enough to cover two lanes and so you mostly just have two or three different lanes and have to balance your builds against each one separately , which I believe the devs conceive of as fun and challenging but I simply find it annoying and disruptive. Get your single lane balance perfected before you go relying on adding more lanes for challenge. If this concept was refined and developed further it could be an all-time classic. As it stands it’s a solid idea get more than Your moneys worth playing it.
I don’t mind a challenging game but when your entire success is not your mastery of the game but on the luck of the draw (in this case tiles) I find it infuriating. Replay ability is one thing, a great thing actually, but when you play the same map over and over despite mastery of the game but loose over and over again just on luck of the draw isn’t fun for me. In this game you can play the same map 20 (or many more times) and only be able to win because of extremely lucky card draws. Trust me, I don’t give up on game just because it is hard to beat. Example, I played the heck out of Square Enix’s Crystal Defenders. That game was super hard to beet but at least with the next play through I might have a slightly better strategy and be able to progress. Not so with this game. It’s all luck of the draw. That and the game has MAJOR glitches which for a paid title like this are not acceptable. I only give this two stars for not having in app purchases as a pay to win bullsheet like Bloons TD6.
Honestly a great mobile game, which I don’t come across many that have such originality as this one. Been really enjoying it but I hope with future updates the game will be smart enough to know if I have bombs in my inventory then it’ll let me build a path facing a flag or water… knowing I have the means to blow it up and put something in its place. I mean the game let’s you build to the edge without bridges… and it’s literally the same thing… so It’s a little annoying we’re you are trying to strategize placements and the game says you’ll cut off the path when you aren’t… also I wish water tiles stacked. Feels kinda silly you have to blow up water to replace it with.. more water. Would make water a little less cumbersome but add an extra element into the puzzle/strategy of the game.
But!!!! Holy crap I think the developer forgot what a game is suppose to be…..fun. At first I was having fun but now I am stuck repeating over and over again the same levels trying to hit 40. I don’t enjoy cannoneers or merchants at all. There should be some minor stats that get better the more you play. Right now the only OP relic is the one where a flag turns into a tower. With that I usually can get further. I wouldn’t say win but it will get me close to 40. I don’t have any desire to play the daily challenges and I have only beat the 1st gauntlet level on the 1st type….One of the other reviewers suggested having 2 cards to pick from and paying for a third and a one step undo. That would help. Also, what would help is maybe a 5-10% drop in enemy health? Not really sure but currently it’s very frustrating. This game was written like a game that requires you to put in real money to progress but I already put the real money to buy the game.
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