About Forest Archer
Three lanes, three risk levels
The near lane is wide open and pays base value. The middle lane has scattered trunks and pays double. The far lane is partly screened and pays triple, with the smallest targets in the game outside of Impossible Bullseye.
There is no requirement to clear the near lane first. The whole design assumes you will be weighing a safe ten points against a risky thirty on almost every arrow.
Trees stop arrows
A trunk is solid. An arrow that touches one stops there, scores nothing and ends your combo, so the arc you choose matters as much as the direction.
The useful trick is that trunks have a top. A high, lofted shot can pass over a trunk that a flat shot cannot get past - at the cost of a much steeper descent onto the target, which makes the landing point harder to judge.
Parallax as information
The three lanes scroll at slightly different rates as you move your aim, which is not decoration - it is the clearest cue for which lane a given target belongs to when two of them overlap on screen.
Once you start reading the parallax rather than the target size, picking targets out of the far lane becomes much less of a guess.
How to play
- Pick a target in one of the three depth lanes.
- Aim with the mouse or by dragging, and watch the arc preview.
- Click or tap to shoot.
- Arrows that strike a tree trunk are lost.
- You have twenty arrows.
Controls
| Where | What to do |
|---|---|
| Desktop | Mouse to aim, left click to shoot |
| Mobile / tablet | Touch and drag to aim, lift to shoot |
| Pause | Escape or the pause button |
Scoring
Points are awarded by which band of the target you hit, multiplied by your combo multiplier where the game uses one.
Tips
- Open on the near lane to build a combo, then spend it on far lane targets while the multiplier is high.
- Loft the shot to clear a trunk - a flat arrow into a tree is the most common wasted arrow here.
- Watch parallax, not size, to tell which lane a target is in.
- If two targets line up, the arrow will hit the nearer one. Sometimes that is the shot you want.
- Leave your last three arrows for the far lane. That is where the score is.
Common mistakes
- Firing flat at a far target with a trunk in the way.
- Spending the whole run in the safe near lane and finishing with a mediocre score.
- Misjudging depth from target size alone.
- Losing the combo on a low-value near target after building it up.
Features
- Three parallax depth lanes with different point values
- Solid tree obstacles that block arrows
- Twenty arrow runs
- Full trajectory physics with lofted shot options
- Local best score and deepest lane cleared