And it has a point.
How do you stop people getting comfortable in a tower defence game?
But what if there was another way?
Isle of Arrows
Isle of Arrows has an idea: a second base.
Only now, you have one pool of resources to spread across both bases.
Even more importantly: both bases share the same overall health pool.
But Isle of Arrows doesn’t stop there with the ideas: it also plays around heavily with space.
You know how in a typical tower defence game, the space you defend is usually defined and set?
Well here, it’s not.
you’re free to also wind paths around defences, getting maximum usage out of them.
It’s not, however, as easy as it sounds.
It’s all governed by cards - Isle of Arrows is, partially, a card game.
And again, all of this is done with cards, and the cards have certain tactical drawbacks.
Don’t let the ultra-clean, simplified look fool you, there’s a real challenge here.
I’m less of a fan of the mobile-style presentation though.
That minor gripe aside, though, I like it.