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Reviews for "Bois D'Arc"

I'd like to know... Why a french title? =p

While I don't mind gravity affected arrows (I actually prefer them in games), combined with charging your shot makes aiming and landing on your targets really feel like a chore. I've played a few rounds of this, and I still haven't really gotten the hang of the aiming/firing mechanic. To me, this kills all the fun that the game could have had.

Also, those graphics are painfully and blatantly done in the vein of Kingdom Rush. The colors, design, and shading/highlights/rendering is strikingly too similar to not have been an accident. Maybe its just me, but I'm not crazy about that style or copying it. I mean, even the hero concept is kind of taken and rendered the same way; both are using Londrina font and shaded pretty much with the exact same styles and saturations.

Anyway, I don't wanna rip all over your game (even though I kind of did): I can't enjoy the game for the shooting mechanic and even more so, the unoriginality of graphics is painful. There are plenty of ways you could have mixed this up. That being said, I still appreciate the amount of work that goes into these projects and I hope you guys learn from your mistakes and make better games.

Pretty good polished game.

Not a bad game. I do enjoy a good defense shooter every once in a while. Good graphics, good music, I really like the backstory as well. But there are just two minor flaws that do kinda take way from the game:

First. The lack of an aiming system. I know that you want it to be real, gravity affecting the flight path of the arrows, power dictating how far the arrow will fly, ect...but what really aggravates me is that 99% of the time when I have to worry about angle, power, gravity, ect when it comes to where my projectile will land I just spam the mouse button right in front of the structure I'm defending since that is the ONLY way I'll get a hit. I'd suggest putting in a crosshair or a laser light dot...something to show where an arrow will hit to make aiming easier.

Second. The currency system. Since the max number of stars you can obtain is 3, without taking on challenges, you have to go though wave after wave or challenge after challenge to get more stars to get better upgrades. Nothing irks me more than surviving a wave then finding out I only have 3 stars to spend. Put in a money-for-every-kill currency system and the stars can add extra money depending out how well you do...more stars...more money.

These are just suggestions that I think would make the game more enjoyable and give it more replay value.

This game is really fun but only as the fire class. The other two classes are pretty horrible in my opinion by comparison. The lightning class may have a nice chain ability but it doesnt mean anything if there is only 1 enemy left. The poison class's arrow increaser decreases the main arrows damage to 50% as well so if you invest 9 points into it for 3 arrows you are only really getting 150% damage instead of 200%. As for the fire class it's class skills are off the charts compared to the other two. Aside from the head shot challenge there isnt anything with this class that I have remotely had a problem with which makes it a very over powered class compared to the other two (if you were going for balancing them for play styles and not using them as difficulty lvls).

In any case I really do enjoy this game, but I wish that the other two classes were a bit better.