Wall Archer

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Wall Archer

No relief is coming. You are the last archer on the wall, the town lit behind you.
Twenty hours, first light to deep night. Keep them out.

ShootDrag at your target and release. Further drag hits harder
HowFlat is fastest and furthest; a high arc falls steep and breaks shields
TroopsSent with muster, which resets each hour. The Levy buys more
Hold onWall damage carries over. Repair and upgrade between hours
This is an archery game you play straight in the browser. Arrows have weight and fall, so the arc of every shot is yours to judge; a flat shot glances off a shield and only a steep one punches through. You hold one castle for twenty hours while eight kinds of enemy come at you. Levy is limited, so which of the four defenders you send down is your call, and you can send none at all and hold it alone. No download, no signup, and your record is still there when you come back.
v1.7.0

How to play

Shooting

Hold anywhere on the screen and drag toward your target, then release. The further you drag the more power, and a full draw lights up a ring. Nocking takes time; while it is on cooldown the whole aiming line dims.

Flat and arced

You shoot from up on the wall, well above the ground, so a full-power flat shot is your longest range. An arc is not for reaching further. It is for making the arrow fall from above.

The steeper it falls, the more energy the arrow carries and the harder it hits; and an arrow falling steeply punches through a shield. The same angle is a shield break against a shieldbearer and a heavy hit against everyone else.

The wall

Damage to the wall carries into the next hour and never grows back on its own. The cracks, the fallen battlements, the town windows going dark one by one are all the same number wearing different faces. When the wall goes, the night is over.

Troops

You cannot hold twenty hours alone. Muster resets every hour; what you do not spend does not carry over and cannot be turned into gold, so there is no reason to save it.

But you start with only 2 points, which is one archer or two footmen. Building an actual line means buying the Levy up level by level.

Controls

Controls

Hold and dragAim. The direction is where it goes, the distance is the power
ReleaseShoot
QSwitch formation: Hold the Wall / Push Forward
1 - 4Send Footman, Archer, Torchbearer, Heavy Infantry in order
SpaceSend a footman (the cheapest one)
EscPause. Switching tabs pauses too

The bottom right corner is the muster area: formation and remaining points on top, the four unit types below. The ones you cannot afford grey out on their own.

Damage

No critical hits

There are no dice here. The same arrow always does the same damage: a heavy hit is not luck, it is angle.

What decides one arrow

The bow's own power, plus how many levels of Sharpened Heads you have bought. Those two set the base.

Sharpened Heads is bow-specific in both how much each level gives and how many levels you get: War Bow +13 per level, Longbow +16 per level, Shortbow +9 per level. A low ceiling does not mean less sharpening to do: the longbow's every stroke is worth two of anyone else's, so it reaches the bottom quickly.

How steeply it falls: at the instant of impact, the faster the arrow is dropping, the more energy it carries and the harder it lands. This is continuous. There is no threshold to sit on; a little steeper is a little more, all the way up.

Whether they blocked it: a flat shot into a shieldbearer's shield sheds nearly all of its force, and very little is left.

Two faces of a steep angle

One line in the code becomes two different things depending on what it lands on: against a shieldbearer it is a shield break and the shield may as well not exist; against anyone else it is a heavy hit.

Armour blocks piercing

Armour Piercing lets an arrow keep flying after it hits. Armoured units eat extra layers:

UnitExtra layersLevel neededWar BowLongbowShortbow
Heavy Infantry+12
Knight+12
Shieldbearer+23blocked
Battering Ram+34blockedblocked
Catapult+34blockedblocked
Everyone else+01

The Armour Piercing ceiling is tied to the bow (War Bow 3, Longbow 4, Shortbow 2), so whether you can get through at all is decided the moment you pick a bow. The three layers on siege engines are a deliberate ceiling: only the longbow, in the whole game, shoots through a battering ram.

A steep shield break takes the layers with it. The steep arrow that punches through the shield punches through those two layers as well and spends only one, so a single steep arrow can thread a row of shieldbearers. It is the one place arcing and Armour Piercing work together, and it is worth remembering.

Engines and knights have no shield. A steep hit on them is a heavy hit, not a shield break, and the layers still count.

Layers only decide whether the arrow keeps flying. They do not change the damage of that hit. An arrow that cannot get through still delivers everything; it simply stops there.

Spread arrows are lighter

Every spread arrow from Multishot is lighter than the one down the middle. It is close-range burst plus area coverage, not a straight multiplier on damage; once they spread out at distance, hitting one target is actually worse than a single-arrow bow.

The two rules for Bursting and Piercing

Bursting Arrows burst once per arrow, on the first target hit. The blast takes no bonus from a steep fall, but it does get lighter with distance from the centre, and someone standing at the edge takes less than half; a burst set off by a spread arrow is lighter along with the arrow.

A flat shot turned aside by a shield still bursts, but the blast is halved.

Armour Piercing adds no damage. It only lets the arrow keep flying, and every extra body it passes through makes that arrow lighter. The first one hit takes the most, and it falls off from there. Armoured units cost extra layers; see the table above.

Troop damage

The unit's own strength, times the level of Elite Training, times the counter. The counter matters far more than the other two, so bringing the right unit beats training the wrong one (see the troops chapter).

What they do to you

All fixed values, no randomness, no bonuses anywhere. How much wall you lose depends entirely on how much you let through and what it was.

The one thing that accumulates is fire. A fire lit at the foot of the wall by an enemy torchbearer keeps burning and stacks; killing the man who lit it does not stop it, and you can only wait it out. The oil fire your own torchbearer leaves behind is not part of this. That one burns the enemy only.

Your troops

Four kinds of troops

FootmanBoth1 pt
The cheapest body in the line. Anyone can kill him and he holds no one for long. He buys time with numbers.
ArcherYours2 pts
Shoots from in front of the wall and never advances with the formation. His range is set to just reach a catapult parked far back, which is a place nothing else of yours can touch.
TorchbearerBoth3 pts
Oil and a torch. His hit is light, but what he hits catches fire, and the fire finishes the health on its own. When he falls the oil ignites and leaves a patch of flame that burns only the enemy. The moment a wooden ram appears he runs for it, while everything else can only watch it roll past.
Heavy InfantryBoth3 pts
Thick armour, slow blade. A knight cannot shove him aside the way it shoves everything else, and nothing shoved aside ever catches up from behind.

Muster

Troops do not cost gold. They cost muster, which resets every hour. Unspent muster does not carry over and cannot be turned into gold. At most 8 of them stand on the field at once.

The baseline is only 2 points: one archer, or two footmen. Each level of the Levy is +2, up to 10 levels, 22 points fully bought. A garrison is a line you invest in, not something handed to you at the start.

The title card at the start of each hour lists what is coming. That is there to plan your muster with, not for decoration.

Whoever did the damage gets it

The kill score for an enemy is split by the damage each side actually dealt, and who landed the last blow makes no difference. Your share counts toward the grade; the troops' share goes only to the total and the records.

Sending troops does not hurt your grade: the hour's maximum shrinks with your share, so if you did sixty percent of the work the maximum counts sixty percent too. Shoot your own share well and you do not have to give up troops for the sake of a grade. The full rules are in Scoring.

Counters

Each of the three late siege units has one troop that answers it:

TroopAnswersDamage
ArcherCatapult×4
TorchbearerBattering Ram×4
Heavy InfantryKnight×4
Anything else against those three×0.3

The wrong unit still hurts them, just absurdly slowly. Against ordinary infantry it makes no difference who swings.

Formation

Hold the Wall keeps your melee against the stonework, taking blows meant for you. Push Forward sends them into the open to engage early and fight them piecemeal, at the cost of being further from your support. Every hour resets to Hold the Wall.

Archers ignore the formation and always stay at the wall.

The enemy

Eight kinds of enemy

FootmanBothfrom hour 1
The most common of them. One alone is nothing; a crowd of them will fill the ground below the gate.
TorchbearerBothfrom hour 2
Very fast, and he does not strike the wall. He runs to its foot, sets a fire, and burns with it. The fire cannot be put out, and killing him does not stop it. He has to be dealt with before he arrives.
ShieldbearerEnemyfrom hour 3
Blocks arrows head on. A flat shot glances off the shield; only an arrow falling at a steep angle punches through.ArmouredNeeds Armour Piercing level 3 to get through (only War Bow, Longbow can reach it).
BowmanEnemyfrom hour 4
Stops far back and lobs at the wall without approaching the gate, so your troops never reach him. This one is yours to handle.
Heavy InfantryBothfrom hour 6
Thick health, and one swing takes a large piece out of the wall. Knockback barely moves him. Hold him with troops and shoot him down slowly.ArmouredNeeds Armour Piercing level 2 to get through.
KnightEnemyfrom hour 8
Comes at full speed, then plants himself halfway and rears back to wind up. That is the only warning, and then he charges. He stops at a different place every time, so several knights stagger their own charges. Troops in his path are shoved aside; only Heavy Infantry can hold him. If troops do block him he winds up early, right where he stands, so forcing him to do that far out buys you time.ArmouredNeeds Armour Piercing level 2 to get through.
Battering RamEnemyfrom hour 11
A great wooden thing. It does not stop and does not care who is in the way. It rolls over them and goes on to the wall. Troops cannot hold it, only chase it from behind, and whether the chase is worth anything depends on who you brought.ArmouredNeeds Armour Piercing level 4 to get through (only Longbow can reach it).
CatapultEnemyfrom hour 14
Sits beyond where your troops advance and throws stones across the whole field into the wall. Melee never reaches it. Only your archers and your own arrows can. The landing spot lights up on the ground first.ArmouredNeeds Armour Piercing level 4 to get through (only Longbow can reach it).

The first seven hours keep to footmen, torchbearers, shieldbearers, bowmen and heavy infantry. Knights, battering rams and catapults are pushed up later. A unit's first appearance is placed alone at the head of the column.

Bows

Arcs

Same angle, same power, three different lines. The whole difference is how fast the arrow drops, and that curvature decides directly whether you can break a shield.

War BowLongbowShortbow

The dashed line is the height you shoot from, the solid one is the ground. The longbow's arrow has not landed by the right edge of the diagram; the shortbow's is long since in the dirt.

The three bows

War Bow
The standard issue. Middling arc, middling rhythm, never at a disadvantage anywhere.
Longbow
Enormously heavy per shot; three arrows put down heavy infantry. The arrow flies flat and far and is easy to aim. The cost is a slow draw, and it cannot throw a steep arc, which makes shieldbearers a real problem.
Shortbow
Fast to shoot, and one arrow still drops a footman, so it suits a swarm well. The arc is curved and distant targets are hard to aim, but that curve is exactly what breaks a shield from above.

The upgrade ceiling is on the bow too

Five archery upgrades, and all three bows cap them differently. That is the real weight of the choice: not just how heavy one arrow is, but which direction the whole run can grow.

UpgradeWar BowLongbowShortbow
Sharpened Heads7410
Lighter Limbs564
Multishot324
Armour Piercing342
Bursting Arrows433

Bold is the highest for that row. Reinforced Wall, Elite Training and the Levy do not look at the bow. Those belong to the town.

The price of maxing any one of them is about the same on all three bows; only the number of levels differs. Fewer levels start dearer, more levels climb slowly. No bow is "cheaper" than another.

Chosen once

The bow is chosen at the start and locked for the run. The ceilings, the price curves and the per-level gain of Sharpened Heads are all tied to it, so changing bows would mean throwing away the whole line you have invested in. Decide how the night is going to go while you are still choosing.

Upgrades & gold

Two things gold buys

Repairing the wall: priced by how much is missing, so the worse it is the dearer it gets. Damage carries over, and putting it off only makes it cost more.

Upgrades: one level at a time, and each level of the same line costs more.

Troops do not take gold; that is a separate resource (see the troops chapter). The bow cannot be changed. So gold has no third destination.

Eight upgrades

The first five are capped per bow; the last three are the same on all three.

UpgradeEffectWar BowLongbowShortbow
Sharpened HeadsMore arrow damage7410
Lighter LimbsDraw time −12%564
MultishotOne more spread arrow (spread arrows hit for 60%)324
Armour PiercingArrows pass through 1 more enemy, lighter with every one (armoured units eat extra layers)342
Bursting ArrowsBursts once per arrow, lighter further from the centre433
Reinforced WallWall maximum +160, and repairs the same amount888
Elite TrainingTroop health and damage +30%666
Levy+2 muster each hour101010

There will never be enough

The gold needed to max everything is far beyond what one run can earn. You have to decide which way this run goes: damage and kill in one shot, rate of fire and drown them, troops and push the line out, or pour it all into the wall and grind through to morning.

The garrison is a line you genuinely pay for. Muster starts at 2 points and the Levy costs over four thousand to max, but troop kills still score, and holding them alive pays a bonus on top.

Scoring

Score is not gold

Gold is a resource; score is a performance. The weight on an enemy is how hard it is to handle, not what it pays. The warm gold numbers flying off the screen are bounty, the cold blue ones are score, and the two never get confused.

Earned during the fight

Kills, every arrow that lands, breaking a shield, a steep heavy hit: all score immediately. Combo counts consecutive hits, not consecutive kills; keep landing them and the multiplier climbs, and it breaks on a miss or on going too long without a new hit. Spread arrows from Multishot naturally miss a few, so the combo is settled per volley rather than per arrow.

Settled at the end of the hour

Wall intact: how much the wall lost this hour, in proportion.

Accuracy: from your hit rate, and squared, so a low rate earns almost nothing and a high one is clearly worth something. Spread arrows are discounted in the denominator.

Troops alive: troops still standing at the end pay out by their point cost, but do not count toward the grade.

Whose kill

The kill score for an enemy is split by the damage each side actually dealt. Who landed the last blow makes no difference at all. You shot seventy percent off and a troop finished it; the seventy percent is still yours. The other way around, a troop cut seventy percent and you finished it, you get thirty.

Your share counts toward the grade. The troops' share, like troops alive, does not; it goes only to the total and the records. So the grade always measures how well you shot, and troops will not carry it for you.

Nor do troops drag it down: the hour's maximum shrinks with your share. Sixty percent of the work means sixty percent of the maximum, and the rate stays the same. Shoot your own share well; you never have to give up troops for a grade.

Two exceptions worth remembering: the torchbearer who burns himself at the foot of the wall, whose last blow belongs to nobody, and the split follows the damage both sides did before it; and the combo multiplier applies to your share only.

Grades

The grade is your score for the hour against a theoretical maximum, derived from the force actually fielded that hour.

GradeThreshold
S90% of maximum or better
A75% of maximum or better
B55% of maximum or better
Ceverything else

The no-preview bonus goes to the total and the records and does not touch the grade.

Records

The board lives on this device only, five entries per difficulty. Every hour you hold is written once, so you do not have to reach the end or the collapse; giving up partway, refreshing, or closing the tab never wastes what you already did. One run takes only one slot, and a lower score does not overwrite a higher one.

No preview

When you can choose

Only on Easy, decided before the run and locked for it. Hard always has the arc preview off.

Only the landing point goes

What is turned off is the layer showing where the arrow will land. The anchor, the drag line, the power arc and the full-draw ring all stay. You still see how much you drew and at what angle. The only thing you do not know is the result.

The bonus

The whole hour's score is multiplied by ×1.4. Expect your accuracy to fall by about a third.

With the preview off, the threshold where the screen calls your accuracy low is loosened to match.

Difficulty

Two difficulties

Difficulty only changes what failure costs and how tough the enemy is. Nothing about play changes: the moves, the counters and the scoring rules are identical on both.

DifficultyEnemy healthWall on a retryArc preview
See the Night Through (Easy) 86% of full refilled to at least 50% your choice
Hold to the Last (Hard) 100% of full exactly as you entered it always off

The board keeps a separate list per difficulty; they never mix.

Holding an hour again

After the wall comes down you can hold the hour again. Gold, upgrades, the bow and your running total all roll back to the state you entered it in. Nothing earned or bought that hour counts.

Days

More than one day

On hard, holding all twenty hours opens the next day. Hold day two and day three opens, and so on. Any day you have opened you can always go back and hold again, and each keeps its own records. Easy has none of this.

Heavier as you go

Every day builds on the first, and it is weighted toward the end: the opening hour is much the same, and only the final hour is at full strength. The table below is the final hour.

DayEnemy healthEnemy numbersEnemy damage
Day One baseline baseline baseline
Day Two ×1.50 ×1.35 ×1.20
Day Three ×2.00 ×1.70 ×1.40

More of them also means more gold, so your upgrade curve does not fall behind entirely. Health and damage carry no such feedback, and that is where the real difficulty is. The gaps between them shorten too, leaving you less room to breathe.

The engines arrive earlier

Units come out earlier on the later days, but the three siege units have a floor they will not come before: knights no earlier than hour seven, rams hour ten, catapults hour thirteen. Any earlier and a bow whose armor-piercing cap is too low could not even field the troop that counters them, which is not difficulty but a dead end.

Records

Each day keeps its own top five; they never mix. Days you have not opened do not appear in the records.

Questions

Do I need to download or install anything?

No. The web page is the whole game. There is no installer and no plugin, and it is not Flash. You can add it to your home screen and get a real app out of it, but that is extra; it plays the same either way.

Can I play on a phone?

Yes, held sideways. The whole game is press, drag the way you want to shoot, and release, which was built for touch from the start. Held upright it asks you to turn: this is a battle fought along the ground, and sideways is the only way to see how far off the enemy still is.

Is it free? Do I need an account?

Free, and no. No sign up, no purchases, no ads, and nothing at all locked behind money.

How many hours are there, and how long is a run?

20 of them, one run from first light to deep night. About an hour if it goes well, and the first time it usually will not: most people fall somewhere in the middle. You can hold an hour again, but gold, the wall and every upgrade roll back to the state you entered it in, so a retry buys you nothing.

Is there more to it than shooting?

There is the levy. Each hour gives you points that reset when it ends, and you spend them sending Footman, Archer, Torchbearer, Heavy Infantry down to hold the line. Each of the three siege units has one defender that counters it: get the pairing right and it goes easily, get it wrong and the hour hurts, though it is never unwinnable. You can also send nobody and hold the wall alone.

Shieldbearers block every arrow I shoot. What do I do?

A flat shot glances off the shield. Only an arrow falling at a steep angle punches through, so raise the bow and let it come down from above. The more curved a bow shoots the easier that is, and the three bows differ a great deal here.

Which bow should I pick?

You pick one at the start and it is locked for the whole run. The ceiling and the price of all five archery upgrades are tied to the bow you are holding.

War Bow The standard issue. Middling arc, middling rhythm, never at a disadvantage anywhere.

Longbow Enormously heavy per shot; three arrows put down heavy infantry. The arrow flies flat and far and is easy to aim. The cost is a slow draw, and it cannot throw a steep arc, which makes shieldbearers a real problem.

Shortbow Fast to shoot, and one arrow still drops a footman, so it suits a swarm well. The arc is curved and distant targets are hard to aim, but that curve is exactly what breaks a shield from above.

Is my progress saved? Will it follow me to another device?

Your records live in your own browser and are never uploaded, so the same browser on the same device will still have them, and another device or another browser will be empty. On iOS an app added to the home screen has storage separate from Safari, so opening it there starts you over.

The story

This town

They arrived before it was light. This town is not worth naming. It is a bar between two mountains, and the road north runs through here and nowhere else, so they have to pass and you have to stop them. Three days ago the last messengers rode out. A horse came back the next day with an empty saddle. The commander counted everyone in town who could hold a bow. Eleven. Four were apprentices from the smithy. Two were not yet sixteen. Three died the first night, seven the second. This morning, you are what is left. The commander did not count again. He had every torch on the tower lit, so that anyone in the town who looked up would know: someone is still standing up there.

This day

You have twenty hours to hold. The sky runs from first light to deep night: the sun climbs overhead and sinks again, the shadows stretch, the lamps in the town come on one by one and go out one by one as the wall stops holding. Cracks carry into the next hour unless you repair them yourself.

By the thirteenth hour you will be certain of one thing: no relief is coming.

After that there is only one thing left to do: last until it is light again.

About

Made by

Author · Roy Yen

Origin of the game

Years ago, back when Flash was still around, there was a side-on siege game. An archer stood on a wall, drew, loosed, and kept the crowd outside. Then Flash was shut down and the game went with the whole era. The name will not come back to me, and it is not on the internet either. What survived was one idea: one person, one bow, one wall.

This is built from that idea rather than restored from that game. What was left in memory really was only that much; every other rule here (muster, counters, arcs, scoring) was designed from scratch. It is not that game, but if you also remember the figure standing on that wall, this is where it still is.

Music

By · mrpoly, SketchyLogic, cynicmusic

What is next

Not finished

The town is held at the twentieth hour and it ends there, but the game does not stop here. Whenever there is something new worth adding, it gets added.

What keeps happening

Balance: which bow is miserable in which hour, which upgrade feels like nothing once bought, which enemy has only one answer the moment it shows up. These get worn down over time. The goal is not to make it easier, it is to make every choice worth a moment's thought.

More things: new units, new ways to hold, more decisions to make on the field. Everything gets one question first: does it give the player another trade-off? Anything that only raises numbers does not come in.

Two-player online: the one I want most. Two people as opponents, not teammates. Each defends a wall and does two things at once: shooting from your own wall while sending troops to break theirs. Whoever's wall falls first loses.

The hard part is the "at once". Muster spent on defence makes the force you send thin; go all in on attack and your own wall rests on you alone. And the person opposite is alive and will aim at the mistake you made last time, unlike an enemy following a roster.

But this one depends on how many people play. Online matches only work if there are live people to match with: if it is just you, matchmaking finds nobody and the finished feature has no one to play against. So what decides whether it gets built is not the code, it is how many people are playing this game.

If you want to see it, the most useful thing right now is to pass the game on. Every extra person standing on a wall brings it a little closer.

Getting new versions

Updates go straight out. Refreshing the page is the newest version; nothing to download again. If you installed it, the next cold start picks it up.

Thank you for holding this far. We will meet again next version, after it gets light.

Share

Get someone else on a wall

Completely free, no sign-up, it plays in a browser. Scan the code below on a phone, or just send them the link.

https://archer.yenlab.dev/

Better installed

On a phone, adding it to the home screen turns it into a real app: fullscreen, landscape, and it holds without a network. The how is in the bottom row of the home screen.

See who lasts longer

Records stay in your own browser and are never uploaded, so there is no worldwide board to compare against. If you want to compare, turn your best run into a card and send it over: whose grade is higher, and who reached which hour.

請橫向持握

孤城弓影是一場橫向的守城戰。轉成橫的,你才看得見敵人從多遠的地方走過來。