Target Shooting
Stationary faces, ring scoring and the pure question of whether you can put an arrow where you meant to.
7 gamesThe library is organised around six different skills. Each category has its own page with the full game list, an explanation of what it asks of you, and the guides that cover it.
Stationary faces, ring scoring and the pure question of whether you can put an arrow where you meant to.
7 gamesTracking, leading and reacting. The target will not wait for you to be ready.
5 gamesLimited arrows, score quotas, stage structures and clocks. Games with a condition to satisfy.
5 gamesDraw strength, trajectory, gravity and wind. The games where the bow itself is the puzzle.
5 gamesSomething is coming and something needs protecting. Prioritise, lead the shot, hold the line.
3 gamesOne-tap controls, short runs and gentle curves. The games to open with thirty seconds to spare.
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Stationary faces, ring scoring and the pure question of whether you can put an arrow where you meant to.
Twelve arrows, one target, and a range that keeps stepping backwards every time you hit the gold.
Your aim never sits still. Read the sway, wait for the pause, and take the centre.
Small fruit targets balanced on training posts. Hit the fruit, spare the post.
Three depth lanes, trees in the way, and targets worth more the further back they sit.
Tracking, leading and reacting. The target will not wait for you to be ready.
The target never stops sliding. Aim where it is going to be, not where it is.
Targets appear, live for a second and a half, and vanish. Clear as many as you can in forty five seconds.
One target, drifting unpredictably, scored on how close to dead centre you land.
Targets flash for seven tenths of a second. Three you fail to take and the run is over.
Limited arrows, score quotas, stage structures and clocks. Games with a condition to satisfy.
Ten arrows per stage and a score quota you must clear to see the next one.
Thirty seconds on the clock, and every hit buys you a little more of it.
Score by shooting, survive by moving. Two things to do and one pair of hands.
Three golden arrows that pierce everything in their path, and twenty ordinary ones that do not.
Draw strength, trajectory, gravity and wind. The games where the bow itself is the puzzle.
Fifteen arrows against a crosswind that rerolls before every shot. Read the meter or waste them.
Targets far enough away that gravity is the main opponent. Angle and power, nothing else.
Targets across mountain gaps, with wind that changes between stages and elevation that changes everything.
Five stages that each remove one of your excuses, finishing with all of them at once.
Something is coming and something needs protecting. Prioritise, lead the shot, hold the line.
Six targets on screen, all expiring on different clocks. Choosing the order is the whole game.
Objects converge on the target at the centre of the range. Stop them before they arrive.
Hold a gate from a tower wall using arcing shots and a quiver that refills between waves.
One-tap controls, short runs and gentle curves. The games to open with thirty seconds to spare.
You never stop running. Jump the gaps, shoot the targets, and see how far the range goes.
One button, one sweeping aim line, one moment that is exactly right.
The multiplier is the whole score. Miss once and everything you built is gone.
A sweeping light reveals the targets for a moment. Remember where they were.