When you have such limited space in your inventory, your armor really should be equipped in a different spot since you aren't holding it, but wearing it.
This is something I'd very much like to add, along with different gear with different effects. It's not really possible with the current engine, but I've talked about it on the sequel kickstarter.
This is a very good port of a touchpad game. This is fun to play, with no seriously frustrating parts because you're playing on pc and not touchscreen. Thank you for showing that it can be done well!
Thanks Kazeodori, I designed the game so it should work well on desktop and mobile... delighted to hear I succeeded :) I do think the mobile version plays a little better (it's easier to control the amount of tilt) but using the keys like this is a pretty good substitute.
The gameplay is nice, but when I tried to get back to the menu, everything stopped responding to mouse clicks. And not all levels were showing the amount of stars that I got.
I honestly expected much better. Shame on you for making a port of a mobile touch screen game and not fixing it correctly for PC! Your other Notebook Wars games had it right, what happened here?
It's labeled a test and it shows in gameplay and graphics. Simple running forward until you get "killed" by being hit too many times and being hit back off the screen.
A simple choose your own adventure type. With an incredibly large amount of misspellings and grammar errors. Also, line breaks would be nice so that the game doesn't have to be stretched so far sideways.
The game feels very slow no matter what you do. No real explanation of what to click, and what you get from clicking. Or that you click the sword for attacking, but you can only attack if you have 25+ health. This number increases as you level up. Your hp raises very slowly. Buy the healer immediately.
Starts slow in beginning, but gets faster over time.
Recommend your advice for newer players to this!
As you level up, so do the monsters, but I am going add this.
In instructions it tells what the clickables do.
The game size is slightly less than 650x500. Why have an area almost twice the size of what you need?
6 levels, none of them very creative. Movement has issues with sliding everywhere.
This is boring. All you do is hold right. Nothing changed by the time I hit 1 month lived. Just because you can make a game with a huge size, does not mean you should. The music is highly annoying after a few minutes.
And the meaning of life is 42.
Um... There's no other way to put it, but driving slow to keep your cargo isn't fun. If you're giving us the option to drive fast, and saying to win we have to go slow... I'd rather drive fast and lose every bit of my cargo. At least that way I'd have fun.
This is something I'd very much like to add, along with different gear with different effects. It's not really possible with the current engine, but I've talked about it on the sequel kickstarter.