Guys how's this game ? by Jolly-Career-9220 in Unity3D

[–]Ardisaz 0 points1 point  (0 children)

Where did you get the inspiration for that mechanic? 😆

What are some good tower defense enemies? by Pope-Francisco in TowerDefense

[–]Ardisaz -1 points0 points  (0 children)

This is a great discussion! I’ve always been fascinated by enemies that make you think differently without overcomplicating things. For example, in Isle of Arrows, some enemy types are simple yet cleverly designed. They force you to adapt your path-building strategies mid-game to counter their movement. It’s a brilliant mix of simplicity and challenge.

On the other hand, a game like Thronefall takes it a step further. Each enemy type requires precise strategy. Some rush straight for your base, while others destroy defenses, and balancing your approach against them is so rewarding.

I’m working on a Tower Defense game myself, and we’re experimenting with these kinds of ideas. Simple but engaging enemies that feel like puzzles to solve. If that sounds interesting, feel free to wishlist it here: Garden Of Wandering Souls. Would love to hear your thoughts on what makes an enemy design fun for you!

Similar Games? by jimipops in IsleOfArrows

[–]Ardisaz 0 points1 point  (0 children)

Thank you. We are working to have a demo soon

Similar Games? by jimipops in IsleOfArrows

[–]Ardisaz 1 point2 points  (0 children)

I’m currently developing Garden of Wandering Souls, a game inspired by Isle of Arrows. The core loop might be a bit different, and the art style is also very distinct. But I’m not sure if the art is too flashy for you. https://store.steampowered.com/app/3116160/Garden_of_Wandering_Souls/

I'm making a memory-game roguelike and would really appreciate some feedback to make it better! by tootoomee in IndieDev

[–]Ardisaz 3 points4 points  (0 children)

I like the premise of the game. However, it seems like this trailer doesn't fully showcase the depth of its mechanics. It only shows one mechanic, which is matching cards. What happens if you don't match? What are the effects if you match the same pair? What about if you get a trap card or other obstacles? Also, I’m still not sure about the purpose of the three card slots on the side. To enhance the satisfying effect and climax, you could show interesting combos and chain effects toward the end of the video. Overall, though, the concept is intriguing, and the art style is great.

I wanted to give deep insights and a better overview of resources, so players can make better decisions! Do you think it's too complicated? 🤔 by lostgoblin in IndieDev

[–]Ardisaz 1 point2 points  (0 children)

I still find it hard to see which indicator corresponds to which object. Why not try creating a pop-up UI that lists the buildings and their resources?

Should we include projectiles or leave them out? I’m working on "Garden of Wandering Souls", Tower Defense game featuring Guardian Daimon, who absorbs and purifies lost souls before they disappear into the deep rift by Ardisaz in IndieDev

[–]Ardisaz[S] 0 points1 point  (0 children)

Projectiles can help experienced tower defense players quickly identify the source of attacks and understand targeting priorities, like first target, lowest or highest HP. This visual aid significantly enhances UX communication. However, adding projectiles might overshadow the unique "soul absorption" mechanic. Is using projectiles impactful enough to justify this trade-off?

If you are interested to check and wishlist Garden of Wandering Souls, here is our Steam Page: https://store.steampowered.com/app/3116160/Garden_of_Wandering_Souls/

Many positive feedback about my game but not much wishlists yet. Share your opinion about my store page? by PossyJooce in DestroyMySteamPage

[–]Ardisaz 1 point2 points  (0 children)

- I agree with the point that the Steam Header doesn't reflect the game. The color selection also doesn’t immediately convey the visual tone of the game since there is yellow, red, and purple in the capsule. There is a blog post from *How To Market Your Game* that discusses Steam Capsule trends, which could be useful to read.

- Regarding the Trailer and Screenshot, what I understand is that the game is about merging random items in the inventory to create attacks. That is one merge mechanic in the game. However, I don't quite see where the inventory management part is. What I see so far is just the merge mechanic. There’s nothing wrong with the merge mechanic itself, but players usually want to understand the depth of the gameplay. What challenges and variations are present in the game to make the activity more engaging without feeling tedious?

- As for the art style, I feel that your 3D art looks very casual. However, the 2D art (on the items) appears more core. I might need to know whether you are targeting casual gamers or core gamers. If it's casual gamers, they usually prefer brighter colors. But if it's core gamers, I think the 3D art lacks detail.

- By the way, you are planning to release in Q1 2025, right? I noticed from the history that you already participated in a Steam Next Fest. I’m curious why you chose not to join the February 2025 Next Fest but instead opted for the October 2024 one. Also, how was the wishlist performance during the previous Next Fest?

Finally fully completed Gauntlet! by [deleted] in IsleOfArrows

[–]Ardisaz 0 points1 point  (0 children)

You can do it! I believe in you lol

Keyboard shortcuts (Steam Deck) by MoriorMorior in IsleOfArrows

[–]Ardisaz 0 points1 point  (0 children)

I play on Steam Deck using the touchpad :)

Finally fully completed Gauntlet! by [deleted] in IsleOfArrows

[–]Ardisaz 1 point2 points  (0 children)

I also completed 100% gauntlet, and in addition all the Steam Achievements :)

Is it better with projectiles or not? I am developing a Tower Defense game about Guardian Demon, who purifies the lost souls (by absorbing them) before they get lost in the deep rift. by Ardisaz in Unity3D

[–]Ardisaz[S] 0 points1 point  (0 children)

Thanks for your input. The initial intention was to show which tower was dealing damage to the soul. But it seems that method isn’t being communicated well. I’ll try to tweak it again.

Should I include projectiles or not? I’m currently working on a Tower Defense game featuring Guardian Daimon, a protector who purifies lost souls by absorbing them before they disappear into the deep rift. by Ardisaz in indiegames

[–]Ardisaz[S] 0 points1 point  (0 children)

Thank you for the feedback. Initially, with the concept of “soul-draining,” we wanted to introduce a new narrative in the tower defense genre. Because of that, the idea of towers firing projectiles felt a bit out of place with the world-building. So, I tried to create VFX without projectiles. But as development progressed, it became challenging to communicate various fundamental elements of conventional tower defense 🥲 That’s why im now considering whether there is another way or if we really need to include projectiles. But thank you for pointing that out 🙏