Notebook Artillery
GamesActionCasual

Notebook Artillery

Austin Ivansmith · released 26 Jun 2024 · Open in App Store ↗

Revenue 30d not estimated
Downloads 30d not estimated
Rating 4.62 242 reviews

No in-app products collected for this app.

RatingPrice
United States61%1474.50$0.99
Germany6%145.00€0.99 $1.14
Canada4%104.80CA$0.99 $0.71
Japan4%104.30¥150 $0.94
Hong Kong3%74.86HK$8.00 $1.02
Turkey2%65.00TRY 49.99 $1.05
Taiwan2%65.00NT$30.00 $0.93
Ukraine2%55.00$0.99
Vietnam2%55.00₫29,000 $1.11
France2%44.75€0.99 $1.14
Russia2%44.25RUB 99.00 $1.20
Australia1%35.00A$1.99 $1.40
United Kingdom1%35.00£0.99 $1.34
India1%34.67₹99.00 $1.04

The store shows a different set in every country

Description

Apple called it "sketchy — in a good way." Multiple-time Game of the Day in 80+ countries. Nintendo Force gave it 8.5/10. And it started as a doodle.

Once upon a time in a middle school computer lab, a student ignored every assignment for an entire semester to fire cannons at a friend. That student grew up, spent 20 years making games professionally, and eventually decided the world needed a proper love letter to that wasted time. This is it.

Notebook Artillery is a hand-drawn artillery game inspired by the classic Mac game that got confiscated off school computers everywhere. Set your angle. Load your powder. Fire. Account for the wind. Try not to hit your own tower.

Play your way:

Solo target practice — break floating targets across randomly generated stages

VS CPU — take on a computer opponent

Local multiplayer — challenge someone in the same room

What makes it feel different:

Every frame hand-drawn in Procreate — ruled lines, coil binding, pencil textures, the whole notebook aesthetic

Trees splinter. Towers explode. Cannonballs collide mid-air.

Wind changes everything. Read the flag. Use your shot trails.

Unlock stickers by pulling off feats — first-shot eliminations, mid-air collisions, and yes, accidentally destroying your own tower

Randomly generated stages mean no two games play the same

Made by one person, with audio by Kevin Samuels and Switch/console ports by PolyCrunch Games.

No AI tools were used in making this game. All art hand-drawn. Developed in GameMaker Studio.