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Reviews for "Caravaneer"

Good

I found it very good and entertaining, the only problem was that if you left the route between the three starting cities the robbers became extremely organized and armed making it very boring and dull for the first few runs. also if you were to stick to that route it would never show you what one of the cities need as far as production wise and basicly only let you sell the same thing for a tiny profit.

But a problem that i ran into was that i bought a horse and a country side wagon saing like 500kg total hual and it would only let me take 274kg I don't know what happened but it really threw me off.

And heres something for the players, If you are thinking of attacking another caravan to get some kinda profit, don't i just did before writing this, 40+ people all armed with guns, an ox drawn cart and yamaha rapter. Im not even going to play it through since i have two guys with bolt actions.

Unforgettable game

I must admit, this game surprised me. I normally prefer action-oriented games, but here is a game where the trading part is really engaging, more so than the action-part (which in itself is pretty good).
This is an excellent blend of strategy and turn-based action with the trading aspect serving to satisfy the greedy bastards in us (once we figure it out) and the RPG elements also satisfying our greed for power by making our character and hireligns better and stronger.

Unfortunately, there are many shortcomings. Some can safely be ignored, but a few really cripple this game's chances of being truly excellent.

- The turn-based combat gets really boring once you have more than five people (your own character included) as it drags out and even with different weapons, it gets repetitive.
Suggestion: If the game had a cap of five characters and the combat scenarios were designed around this, this issue could potentially be avoided.

- Outside the storymode, bandit encounters don't evolve, but are relegated to the same challenges for the given areas. This means that after the early part of the game, the encounters become really repetitive.
Suggestion: Have the bandits in the respective areas evolve over time (getting stronger) and evolve "tactics" (i.e. melee fighters work alone first, but later band together with guys with guns).

- It quickly becomes impossible to sell weapons, because nobody wants to buy them. Not only doesn't it make any logical sense within the game universe, because considering all the bandits around, you'd think that functional firearms and ammunition would be valuable commodities, but from a gameplay perspective, it really bites that you (usually) can't sell your Springfield rifle anywhere once you get an assault rifle, and are forced to just throw it away.

I understand that this is probably for the sake of balance (could become too easy to get really rich), but it's a poor choice of balancing check and there ought to be a better solution gameplay-wise.
Suggestion: 1) Make wear and tear on weapons a factor to be considered (a worn and battered rifle is a lot less likely to be sold than a fully functional one). 2) Balance the trading of other commodities to be a bit less lucrative.

Despite the shortcomings, however, this is a game I occasionally return to, mostly to start a new story campaign. Trading those goods and constantly figuring out new ways to make money (or save money) is surprisingly addicting, and the same goes for finding new ways to develop your character in combat.

I recently figured out that if I stuck to fisting the early melee robbers to death without wasting precious bullets on them, I would not only save some cash, but rapidly develop my character in the early stage of the game.
It's also great fun to experiment with how best to use various weapons.

In closing: The basics of the gameplay works and works well. There are many things lacking in the game (like seeing where bullets hit when the miss, hitpoint bars for the enemies), but I think most of these only work in favor of the game (these are luxury issues and their absense only serves to make things more exciting I think).

Great work, here's hoping there will be more exciting games from you in the future.

Amazing

This was a really good game, and you have to prepare everything and think it through. Although the guy below me said you have no way of telling how far you away from somewhere, that's pretty realistic: you wouldn't actually know. What you have to do is use the map to measure the angle from one town to another and follow it. Just hope you have enough resources!

Awesome!

This was a great game, the only problem is that there is no way to tell how far you are from a town.

awesome !!

i like this game but need more more more more weapon
hahaha :D