carry-3-4a-alpha-test-1


Carry 3.4a (alpha test)

See how the worms crawl together and cheerfully! They are very in a hurry, because at the finish they will find a fresh demo “Non -See”. They know that in the new version the food is tastier, the grass is greener, and the girls are much more beautiful than in the past:

Joinly join! Now you can:

Download “Nonse” 3.4a (~ 60 mb)
ATTENTION! This alpha release makes increased requirements for worm management skills at the last levels. A rare bird will reach the middle of the Dnieper. The seventh, penultimate, the level myself passes only with a fifth or sixth attempt.

I’m not on purpose. The fact is that a couple of weeks ago I thoroughly rummaged in the brains of the worms, I carefully laid out everything there: it became logical, simple and clear. One bad thing – the poor fellow forgot how to lay sharp turns. I glued eight levels of demos focusing on the lobotomous worms. Three days ago I noticed that they would blunt in speed races and corrected the malfunction in their behavior. Worms suddenly became more dangerous and faster, fucking my whole calculation for little girls. Convulsive attempts to fix the balance did not lead to anything. I show how it is, sorry, if something is wrong.

If you played alpha 3.3a, then you cannot help but notice that:

1. In addition to the feeders, lamps and interactive screens are redrawn. The forefront with parallax has been added, on which a ramp is located with illuminators and air humidifiers.

2. Fixed a bunch of abominable bugs, in Betti Casino review particular the dump of the game when folding in the taskbar, with a window responding during the boot screen, unauthorized switching of music volume during the transition to the menu, etc.D. and t.p.

3. Game characters became more attentive to beginners, and animated tips were brought to the training center about what to reap, for which to pull, and what to carry on the table.

4. When eating food, the worm produces adrenaline, and can throw his blood in horse doses at the request of the player. Adrenaline’s stuffing increases the velocity of the worm reaction (time slows down). The readiness of the next dose can be evaluated on the scale in the left-wing part of the screen, as well as on the well-fed Ikaniya worm.

5. At one of the levels of worms, eggs can be laid. When the blackbird is hatching, the player’s control goes to him. The degree of readiness of the egg is displayed on the corresponding indicator:

6. One of the levels is dedicated exclusively to the races of green worms to speed. The player’s goal is at least second and even for this place you will have to compete. Totalizer is not provided.

7. The worm control is once again redeveloped. In the four arrows, it was not possible to fit, I had to use a gap for the release of adrenaline.

8. Driving control from the keyboard is completely duplicated on the mouse. In the window mode, the mouse cursor is hidden and held inside the window for the convenience of control. If such a cursor behavior is unacceptable for you, this can be disabled in the settings.

9. The worms honestly swallow everything that falls into their mouths, pull their jaws in dying convulsions, do not cough, which they want you to.

10. Light. It is no longer cotton! Now the spots of light honestly animatedly burn the situation, from which it becomes easy and clear on the soul.

11. There are many graphic bells and whistles, and they eat quite a lot of resources. Heavy decorative chips (lower level, parallax foreground, dynamic light, etc.p.) you can turn on/disable in the settings.

Feedback wishes

I will be glad of any activity around my project, but there are several questions that interest me especially:

1. What do you think about the visual design of the game?
2. What can you say about music and sound effects?
3. Whether it turned out to go through the demo, what levels were most remembered, with which there were problems?
4. Did you use the function of sharp bends when driving worm? And the emission of adrenaline?
5. What control have you chose, keyboard or mouse?
6. How much time it turned out to play?
7. Whether you read the characters between the levels? Accelerated dialogs by pressing buttons? Skipali entirely according to Esc?
8. What with performance? Whether optional visual effects had to be disconnected?
9. What is your general impression of the game?

Support the project

Please, fit where you can. There now is so empty and lonely ..

* The activities of the parent organization META are recognized as extremist and prohibited in the Russian Federation


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