4th of April is a little harder to set up, but if you can, it's actually one of the easier shadowbuilds. 1) Hit the middle/top island. Make a blaster next to the emitter up top, cover the island in collectors, and get another emitter at the bottom left. 2) Collector in the gap between the two islands, by the bottom left Blaster. Then get another Blaster onto the new island (and cover it with more collectors). With the blasters covering the area you should be able to cover the whole of the top left corner. Add a mortar into your base island (you can probably ignore the first few spore drops) and slowly move to cover the left side, then just advance, capping the top emitter when your energy finally catches up. After that it's smooth sailing, finished in 21 minutes.
April 2 is another hard Shadowbuild map. Did it in 43:49 on my second try (my first hit survival mode around a minute before I got the last totem). My suggestion: Do it clockwise.
March 27th is another great map for a Shadowbuild (Nothing but Mortars, Blasters, SAMs and Collectors). Without moving the base, I got 33:56 with all emitters capped. Give it a try.
For the Shadowbuild challenge, remember you can use Mortars like Drones by moving them quickly around in the creeper between shots. They'll fire as soon as they land each time until they're out of ammo. My best time is 19:50 with no SAMs, I think it could have been quicker but I misplaced a collector and lost a connection when I advanced my mortar and lost two minutes getting the leak under control.
Having seen Shadowbuild's self-imposed challenge for March 4th, thought I'd try it - No Reactors, Storage, Relays, Speed or Drones. Decent challenge, took me three tries and thirty minutes to win, definitely recommend it whilst it lasts.
Well executed, fun, replayable missions, I like it! I thought it was much more reminiscent of "Space Hulk" than X-Com though, but that's not a bad thing at all.
January 17th was surprisingly easy for all the fuss about it. Stick on the high ground you start on and build eastwards with collectors, built a single mortar whilst expanding east to keep the pool just south of Odin city. Turned off portal charging and built a blaster on the hill to the east. This bought me more than enough time to leisurely push back the creeper with another Blaster/Mortar to get to the final totem on the east side. Never needed to construct any drones, never in any danger of being compromised, finished in under ten minutes.
A game that truly encompasses the tragedy of the human condition. Faced with endless wealth and all the candy he can eat, our tragic hero cannot resist the temptation to go to ever increasing extremes with their obsession, ultimately destroying their own livelihood with their own greed.
This seems to have taken a heavy downrating for the unskippable dialogue, which is a shame since it's not *that* bad, just a little slower than it could be. Overall it's a charming little game, with great art, and an interesting take on the dating sim genre.
thanks for your feedback! we actually should use a skip button as forcing ppl to read what they dont want is not good, we'll make them in future i guess, btw we're glad you liked the game! ^^
What were you thinking for Alien level 15? Make an enemy with 4x health, give them the shield ability that makes them able to delay killing them for an extra few seconds, and make them start out each life with a Rocket Launcher. Make your retarded allies start out outnumbered, and make the last two/three minutes of each match running around looking for said juggernaught, hoping to find him when he isn't aimbotting you or your allies with his rocket launcher. Oh yeah, and give it an arbitrary auto-loss time limit, just to make sure skill playing your game is unimportant compared to your skill at playing hide and seek. Rating brought down to 4/5 for that nonsense.
As another alternative to improve the luck based mission issue, why not give the player some control over the Random? A signpost pointing to "town" sends the swordsmaster on a route which has a much increased % chance of shops/shrines over the next 5 spots that load in the sequence, a signpost pointing to the Deep Dark Forest has a much lower % chance, and a lot of monsters instead.
3/5. The game is just too dependent on the RNG. A skill-related click to make the combats (the most annoyingly random part) happen more smoothly might remedy much of this - for example click early to perform an awesome sword-move first strike and deplete a large proportion of their health, with timing that varies enemy by enemy.
I like to start "survival mode" after I've had some time to set up a decent defence, then actually *push* the megacreeper back to get all the totems and escape. Hope they don't fix that "bug", hard mode wins are awesome.
So hold up, Elves fire three shots. But.... Hunters fire three times as fast.... And do more damage, whilst having less chance to waste overkill damage? Barbarians hit slower, but on the other hand, hit six enemies at once? The game actively punishes you for maxing out a unit (especially warrior)? Fix these game issues and you'll have a keeper here.
Contrary to popular opinion, I liked the keyboard only controls, which gave it a pretty retro feel to it; I liked the difficulty level, which was actually pretty tough at times, and I liked the weapon cooldown system as a means to stop simply spamming shots at everything, I actually had to tactically use my missiles for the heavy situations. The fact you can freely change your build is another, frequently overlooked, perk. I also liked the plot - though it was a little predictable, the art was nice and it felt pretty decently polished. This all said, I do agree that upgrades need to incorporate a tractor beam for crystals, a coolant upgrade would be nice, and other weapon systems that weren't just ammo-based power ups are areas to improve on in the sequel, which I'm looking forward to.
Hardmode final boss victory for me involved maxxing the Librarian's % based multiple hit damage spell, and dumping the rest into his counter attack, maxing the Student's and Detective's Multi-Hit attacks and dumping the rest into his Gunmanship/Damage and her damage, Maxxing Jack's Turtle Power, getting his Snake Strike to level 4, and putting the last point into his single shot damage skill, and dumping all of Last's points into Bite, Health, and 1 point into regeneration - And fighting with them in that order too. By the time the first three had blown their collective damage loads, the boss was on 200, by the time Jack went down, he was a two-shot-kill for Last. This worked on hard despite having a heavily damaged team (only the Librarian was over 60 health), so it should work for you too.
For those unable to find "Training Fight", Hardcore Mode removes the feature, making the whole game somewhat annoying and luck based "no grinding" mode rather than the advertised "no continues" mode.
Increase your Base Damage by 1 and LA by 1. Press L to skip the fight and lose, then thank your saviour politely, even if you're rocking some evil. This will give you a total of 7 Skill Points. Use 2 right now to get Higher Magic "AP", and cave one more time, it's time to go to your Young Mage competition, so just go to the Arena and hit the Training Ground. Put 3 points into maxing "S", 1 point into Mana and 2 points into Health. ** For your Young Mage combats, stick to the same strategy - Attack, "Twice" attack whatever they use on their turn, and use HA/LA and S wherever possible. You will win without trouble. *Copy and Paste this to keep it alive for others.*
thanks for your feedback! we actually should use a skip button as forcing ppl to read what they dont want is not good, we'll make them in future i guess, btw we're glad you liked the game! ^^