I don't think spores would up the challenge much. Once you make the early jump to high ground and get a mortar or two going it's not too hard to juggle power between mortars and build to be prepared for the aerial assault -- SAMs are pretty cheap and there isn't much area to cover. I guess if the attacks came every 3 minutes with 6 or so spores it could take some careful attention.
Nice work, Aronbon. I wasted a bit of energy/time trying to build a mortar to fly in with the blasters, had to leave it unfinished to the creeper. Also, lost a couple of minutes when I let the upper left emitter get out of control and take out the collectors I was building up left of it. Rookie mistake. I do think grabbing 2 or 3 of the left side powerups to start is useful as it can be done to allow Odin a full energy complement when it jumps as well as the upgrades. Just makes the game quicker after that. On another note, I play to cap and eradicate all creeper on the map before jumping out, I'm sure I'm not the only one...
I thing this one is a bit harder than Sep18. I tried the bluesummer approach (fly a pair of blasters onto the upper high point just ahead of odin) but couldn't get it to work. I ended up building 2 blasters with a drone right in the corner and used it to bomb the platform ahead of Odin and the blasters landing. Was also able to snag the 3 rightmost upgrades at the start with up string of collectors up the side. Then it was easy with full cap at about 23 minutes.
Geez. After 8 or so tries finally got Sep18 basically using bluesummer's tactic but with 2 blasters built as far back from the advancing creeper as possible so they have time to fully energize (could just deactivate.) Then fly both of them to the high ground followed by Odin a few seconds behind. The two blasters clear the whole high spot and neutralize the emitter just as Odin lands. After that you can add a morter that pounds the middle emitter while you leapfrog blasters onto the left emitter. Then you can build up reactors and drones to support the advance right.
Hmm. Level 13, won't let me push box onto jeep - guy just keeps jumping on/off the box. Is the game oversensitive to order of operations? Annoying, not worth starting over...
WHAT!?! I get the core-ore, save the utopia, and all I get is a 50% power allowance? A'right, I got enough money to build an army of robots and take the core-ore for myself!
Great game! Here's a challenge they haven't thought of: complete 12 levels without leaving your starting position. No movement allowed. Pretty much need to have all the missile upgrades plus heavy cannon an lasers to defend yourself. Level 13 and 14 look like they're too big -- last generators are out of missile range. Haven't tried level 15 this way, though.
Fun game, like it a lot. I notice that when the workers get "sick" they manage to use up the materials to make the planes anyway... very annoying, doesn't make sense. Also, on the cities view it'd be nice to be able to reset individual resources instead of just "all".
Arg! Controls are screwed up! Missed/added key and mouse movements turn a fun game into a grind to try to get around the control deficiency. The amount of computation for this game shouldn't be so heavy it makes it laggy, even on an old system like mine.
Finally got the 2M for Allurbase. It's great fun if you like to play the Looper, where you have superior range and firepower and mostly have to time when and where enemies move into your zone of devastation. With the Allurbase, you don't have to worry about what direction you engage enemies, but unlike the Looper there's less ability to get out of those tight situations. The thing that got me was poison from dying planes jamming my guns. It's sort of an exercise in managing destructive bandwidth...
Fun game, great art work, but frustrating when the game drop a jump key and sends you back to the start of a jump heavy level. Got tired of it after a dozen tries, figured I'd take a break... only to find myself way back at the start of the chapter when I reload the game! Arg!!!
Not rating it for now, too bloody annoyed.
Heh. I just saw level 27 collapse on its own as well. Killed all but 3 people, and I thought I had it made but my shot somehow didn't take out one guy right next to the target!
Very nice game. One big annoyance is that in a mixed battle (such as a swarm of fighters on top of motherships) the player can't direct fire from missile and THELs to finish off the big ships -- the heavy weapons go after the little guys leaving near dead heavies to keep pouring on the fire. Better AI and/or (both would be nice) manual override would help a lot.
Hmm. Well, so much for fomatting comments... Another design issue is that when the units are all bunched up, it becomes hard to select their icons and to see status. Maybe a separate bar with unit status and select to make it easier? I guess window real estate is an issue...
I like this game a lot, but I see a couple of design flaws:
- The player should easily be able to tell when approaching the deadly map edges - maybe show an interior "soft" boundary based on turning radius. I get that there has to be a limit, but not that the pilot would be blind to it.
- At the end of an engagement, planes just fly straight ahead for a bit, possibly taking damage from poison gas (I think). This when they could easily have avoided damage by turning. Either freeze the board or allow a final maneuver round.