Anyone unable to fight imported families? I click the building with the satellite dish, pick a family, pick the option to fight them now, and all I get is "you have imported XXXX family."
The good: very fun; entertaining story; easy controls (no frustration). The criticisms: 1) Very, very easy game. I think I lost 2 complete units during the entire campaign (and those in the last two levels). If one deploys 1-2 melee units to guard the rear ranks, one could almost let the level run and not have to issue any move orders to win. Also, the writing could use a little proofreading and editing. That said, it was a lot of fun to play!
Archer, Behemoth, Locusts, Raven. That's my first load-out that got me to the end. Really have to watch those bullets flying when my ship handles like a bathtub, but the extra HP are worth it.
This game is fun and kept me playing. Biggest complaint: it is sooooo easy. At no point was I even mildly frustrated in my playing attempts. I plowed through story mode, then easily went back and beat all the special missions and am currently plowing through and getting my gold leaves--with no difficulty. That would be my main advice: make it harder.
Interesting concept and a lot of levels. Glitchy as hell, though. The ships tend to wander around without purpose or leave the battle altogether. I don't mind when it happens to my opponents but I'm in a level where my ships won't go to the planet I direct them to, and as such I cannot win. Not good.
I can get through most levels using the Waste Spewer at a couple of points to slow the enemy, the Plasma Cannons to do most of the damage to the enemy, and the Particle Beam at a couple spots (especially at the Defense Core) to pick off heavy targets and stragglers. It seems to me that the Plasma Cannon is far and away the most useful tower you can ever get!
@Formula1Driver: the characters go on an active time-style system. Pay attention to the white bars above their heads. When that bar runs out, the character has a turn. The bar runs out faster for faster characters; and actions that require longer cause the bar to be filled up more. Likewise, stunning actions fill the bar up more too.
Anyway, this leads to situations where characters "miss a turn"; it is just a function of the ATB system.
What a challenging game! I cannot get enough. The challenges keep me coming back even after I beat the story. Did anyone else find, however, that some characters were far more useful than others?
Also, did anyone else find that Mission 11 was much harder than Mission 12?
@bradlovesrachel: Ignore the two emitters above the ship for the time being--it is the pressurized creeper below that provides the imminent threat. Fill your main room with reactors (and 2 or 3 tech domes), then build two caverns on either side of where the pressurized creeper will break through. Build your defenses then--at least four blasters and two launchers at each defense point; and there should be at least four defense points--at the top of the two caverns you made, and on either side of your main cavern where the creeper will break through. Consider using even more blasters and some makers as well. The key is to hold that pressurized creeper from breaking into the main cavern and wear it down until it can be destroyed. After that is taken care of, the rest is easy.
Protip #1: When planning, mouse over the emitters on the stage. You will be shown how strong the emitter is--the stronger, the more creeper they emit. This will make your planning easier and will save your butt in the 10th mission.
Protip #2: Blasters focus on drones first, then creeper, by default. But it can be changed to target drones first, or to only target one or another. switching can be very useful when, say, dealing with strong drones and heavy creeper (like in mission 10, again). In that mission if you leave the blasters on default, they will target the drone but be quickly destroyed by the creeper.
Protip #3: movable structures of the same type can be selected as a group--click on one of them twice, and all the nearby structures of the same type will be selected. You can then move them as a group without a lot of extra clicking.
When I started playing the first level, I thought, "oh great, another Risk clone. Why is this getting such a good rating?" Well sir, I must eat my words with extra ketchup. This is a superb and extremely challenging strategy game. I have two mostly cosmetic suggestions. 1: with teams, put a little flag icon next to or on each territory to show which team the player is on. If it is too cluttered to put it on every space, at least have it available on mouse over. 2: Some of the player colors are difficult to differentiate. Perhaps have stripes or something for variant coloring?
Anyway, thanks for making this game.
This game has wonderful atmosphere and is set in a very interesting world. As point and click-find a million object-games go, this one was not so frustrating and fairly rapidly dealt with. Some of my criticisms have been said before: less obtrusive information box would be the big one. How about a notebook in which clues are kept? And from a storytelling standpoint, it would be very interesting if, in the end, the player must decide the fate of the girl in the red hood...well done, and thank you for making this game!
@Drachnyn: I know it seems weird, but I have figured that out. When you have a deficit it is because the amount of energy being put out is less than the energy needed to operate your whole system--building, supplying ammo for weapons, etc. So when you have a deficit your system is not working at full efficiency. When your energy collection increases, you have more energy to send out--which is why your depletion shoots up. Your system will work more efficiently, though.
This game is fun and full of old-school action. Bonus points for epic mustache on the boss, punches and kicks that explode people, and enemies that have quick reflexes and are actually fairly dangerous. Great game!
This is a fun and interesting launcher. The graphics are cute, as is the story line, although the ending is suitably depressing--nothing wrong with that. The upgrades are standard for a launcher, although having different displays available with the different levels of equipment was a nice touch.
All that being said, launchers have been done a lot. I am reminded here of the time I launched my Morovian hedgehog into space, among other games. I am not sure this adds much to the genre.
Anyway, fun game--thank you for making it!