dg.THE NOTEBOOK SERIES / No. 14
Calm

THINK FIRST. MAKE A MESS SECOND.

A little field guide.

  1. One character, one shot. Teams alternate, rotating through their surviving squad. Clear all three opponents to win. Health loss, falls and the ink below all matter.
  2. Find your footing. A/D or left/right move; Enter or Jump hops. Each turn has 9 m of movement, and a jump costs 1 m. You must land before firing. Movement stops while charging.
  3. Aim and charge. Point on the battlefield, hold left click and release. W/S or up/down adjusts angle; Shift makes small corrections. Space and the Fire button also charge. A quick tap on Fire uses the selected power. Right click, pause or an interrupted gesture cancels.
  4. Pick the right tool. Ink rockets explode on contact and drift in the wind. Bounce bombs ignore most wind, rebound off terrain and explode after 2/3/4 seconds. You get three bombs per team. Big shove pushes someone within arm's reach. 1/2/3 or E cycles weapons; F changes the bomb fuse.
  5. Change the battlefield. Blasts cut real holes and tunnels. Red barrels chain into bigger explosions. A nearby shot can remove someone's footing or send them into the ink. Friendly fire applies. Long matches get a rising tide after turn 18.

Touch: drag the field to aim, then hold the Fire button. Use the separate arrows, Jump, angle and power controls. Moving a finger across the field never fires. Try Closer view on a small screen; the camera follows your active character or projectile.

Views: 3rd person is a steady side view for lining up shots; Top inspects the islands from above at an angle; 1st person follows the active character's firing direction. In first person, horizontal mouse movement or touch dragging changes angle relatively, Shift refines it, and Lock mouse is optional. Switching cancels unfinished input.

Play your way: Take your time removes your turn timer; computer turns still proceed. Local mode pauses for an explicit handoff between players. P/Escape pauses; ? opens help. The short blue guide shows only the launch arc, not a guaranteed hit.

An original notebook interpretation of turn-based artillery, inspired by Worms by Team17. Original characters, terrain, models, sounds and code. No affiliation. No online multiplayer, rope physics or copied maps.

Ceasefire.