Ultimate skills: Charger: Omega Strike, next attack hits for 5x damage and sets enemy on fire. Bruiser: Earthern Strike: each enemy is attacked and stunned for 3 seconds. Kid: Teleportin strikes, teleport four times, hitting a random enemy each time. Shooter: Glass Cannon, take 20% of damage from your current health to gain a three times increase to your MAXIMUM damage capacity, not triple the next shot's damage. Cat: Kitty Litter, summon two 50 health cats with the same damage as you to random points on the board; they can move 2 squares. Dog: Sacrifice Doggy, take 75 damage to Dog to deal 75 damage to each enemy.
Small guide: Ultimate attacks get unlocked when a character reaches level 7, and with only 15 upgrade points to spend, only up to two characters at any one time can have them. After approximately 15 seconds of battle, the skill gets unlocked for use in battle, and can only be used once. Skills in general can first be used 5 seconds into the battle, after everyone has had a couple of turns, and must be used strategically to win the battle. Correct usage of skills is what will win the battle, with the ability to teleport, electrocute, burn, stun, even summon an undead horde at your fingertips, how you set up your party and what order you use your skills can mean the difference of a total victory or humiliating defeat!
Small guide: Kids are like a reverse Cutter, they do more damage to higher health enemies, and focus on fast, steady paced attacks. They have the fastest attack speed in the game, with several attack power and speed bonuses, melee and ranged dodges, extra damage to burning or bleeding foes and even pets, and even a last stand, dealing 30 damage to each adjacent opponent as they die. They have very low health however, with no heals or health bonuses. Their skills focus on speed, either completely dodging the next attack (except for a Shooter's Aimed Shot) teleporting to an enemy and attacking them, or teleporting four times, attacking a random enemy each time. They truely have damage and speed on their side, so if you want a precise Death dealer to accentuate your Stunner, Burner, or Bleeder, a Kid is your main man.
Small guide: Bruisers are the tanks in the game. Big, beefy, slow, and powerful. At max level, a Bruiser gets 600 health! They can evolve do to more damage, increase max health, take less damage, stun when they get hit, gain immunity to bleeding and burning, gain a desperate attack bonus, stuns as they do, and can move faster and further. That last one is pretty necessary, since un-upgraded Bruisers can only move one square at a time! Their skills focus on damage dealing, either around them or in a line across the stage, with their ultimate dealing damage to every enemy and stunning them for three seconds. Bruisers can easily take the most punishment without healing, and can sure dish it out as well. But with a 3 second cool down after attacking, don't expect to really be able to deal fast damage.
Small guide: A Throwers main focus is to hit things. Hit as many things as hard as possible. A Thrower can start fires on a whim, stun the first enemy it hits, bounce off up to 4 things per throw, heals on each throw, gains extra health increases damage on throws, and for some reason can gain movement speed. Sort of useless for a ranged class, I think. A Thrower can also get a free throw when an ally falls, and can make each bounce do less damage per bounce. Their skills focus around bouncing, the first throwing an item that bounces five times, the second throwing two normal attacks. But the ultimate skill will drop a Meteor on a random enemy's head, dealing massive damage and starting fires everywhere. If you want to have a ranged fighter, who's just as good in melee combat, who can hit everything on the field with stuns and fires, then you'll want a Thrower.
Small guide: Zombies. Yes, Nerdook brought zombies here too, all hail the mighty Nerdook. Zombies aren't quite the beefiest, but they will survive longer than a Bruiser. With massive regneration, reverse bleeding, bleeding attacks, draining attacks, increased damage on fire, stun when the enemies low on health, and you can make your own zombies, what's not to love? A Zombies' skills focus mainly on healing and health, but their ultimate summons your own Undead Horde, summoning three zombies that can get extra health for each dead enemy. This isn't to say that a Zombie is immortal, their healing prowess can easily get overwhelmed in front of a team of three, and stun is a Zombie's main weakness. But, come on. Zombies!
Small guide: Cutters are a strong frontline fighter, centered around lots of damage at one time. With criticals, damage increase, unblockable attacks, attack speed increase, bleed chance, extra damage against other cutters, a blocking counter, ranged repel, and a ranged attack, their focus is on dealing as much damage as much as possible. They attack slow however, with a 2.1 cooldown on attacks, they're about midrange in attack speed, so keep that in mind before marching your Cutter into three enemies. Their ultimate will teleport them behind the lowest health enemy, smack them for 125% of their normal damage, and heal themselves for 75 health, just the thing you'd need to turn the tide of a difficult battle. If you want a heavy damage dealer that'll keep it comin, the Cutter is your man
Small guide: Tinkerers are a powerful all-around force that's centered around holding enemies turns and even powers at bay. They can have enhanced damage to their melee, as well as attacking heals, HP bonuses, anti-ranged damage resistance, and electrocution bonuses. Every three seconds, they can send out an electrical pulse, which can stun and damage enemies for a half second every three seconds, and deal a good amount of damage. Not only that, but every time they attack there's a chance to electrocute that enemy, and when the Tinkerer dies they electrocute a random enemy and gets his movement range permanently halved for that battle. They have skills that electrocute all enemies, pulls the furthest enemy away to within melee range (goodbye, Shooters and Throwers!) and can even throw a low-damage sentry turret to help deal damage. If you want a nigh-unkillable leader that will stun everything in sight, look no further than the Tinkerer.
Small guide: Cats are one of the most devastating units in the game. While they may not have much in the defensive department, they more than make up for it for their berserker style of gameplay. They can move up to two extra squares, with the movement being free if it ends in an attack, they can cause bleed at will, can do extra damage to bleeding targets, critical attacks, every kill can increase their attack, extra shooter damage... Plus a teleport skill, a skill that makes every enemy bleed, AND one that summons minions that do as much damage as you, but very low health and no movement bonuses or skills. As a leading member in your squad, backing it up with a Tinkerer is a nasty combo, and the Cat itself is a force to be feared.
Small guide: Dogs make for okay healers, but tend to be better in a team of all three. By themselves they don't make much of a force, but the more around them the more health and damage they pick up. Don't bother going to level 7 with these, since Sacrifice Doggy does 75 damage to yourself and all enemies, I'd just as soon melee them all down. With adjacent and self healing, countering, melee damage reduction, debuffs, and party heals, for the new player, a team of three dogs is hard to beat
Small guide: Shooters are an excellent team leader, having exploding, piercing, and stunning bullets, firing multiple bullets off when they attack, an ally dies, or even when they die, and their first attack can do x4 damage to a higher life opponent. They make good anti-bruisers, since they have the potential to do an extra 50% damage to them, on top of the x4 for the first attack. Their ultimate will harm themselves for 20% of their current health, but triples the maximum damage of the next attack. It makes a good tide-turner, since if you're lucky, you can insta-kill an enemy, or two if you get the pierce
Small guide: Chargers are an excellent starting and lead character, with counters, heal moves, and even up to x4 damage on the first hit! They slowly recover health when on fire, and kids are near useless against them. They heal every hit and counter hit, and they're ultimate attack ensures the next attack does x5 damage and sets the enemy on fire. The fire aspect is "meh" considering another skill they can pick up ensures every hit sets an enemy on fire.
Once you get to capsule hunting, don't forget that to unlock the recipes for the iron, gold, silver, and titanium bars, as well as the gemstones, you'll need to have ALL the items you would need to craft them normally, comparing it to the other bars is always easy, it's normally the same amount of items, just the next level up or each. Once you unlock all the capsules, you do NOT need to make all the recipes, just go to the galaxy map and go to the red planet. It's the end, but don't forget to complete 20 objectives. And get ready for the sequel, this game is practically begging for one ^_^ Hope this helps!
Just a quick tips guide for any new players to the game. Start the game off looking for the near-surface capsules, building the modules as they ask you to in the Objectives. After you get them all built, start upgrading all of your own equipment, making sure to always have teleporters, dynamite, and radar sweeps with you, gas and repairs are optional, I hardly needed them. Pick up the bigger iron deposits, you'll need a lot.
My only complaint is the movement on the platformer parts. It felt sloppy and slippery to me, to the point where I'd just fall through the edges of the platforms. I get pixel-perfect jumping and am pretty decent at it, but some of these jumps pissed me off. Still, 5/5
The Save&Exit button is the Save button... as for whether or not it's supposed to exit or not, that part doesn't work. I have gotten it to work before, though, but it WILL save
Um, I don't know if this is a glitch or not, but I can't leave the Changing Room. Every time I try to walk out of the pipe, it comes up saying I'm falling maybe a hundred of so feet, then I respawn from the tube. Can this get fixed? My girlfriend says the same thing happens in the Gym.
This is one amazing game. The only annoying thing is that if you hit a ceiling too hard you run a chance of getting stuck in it. And it happens a lot more when you max out the jumping. That's the only glitch I've found, 5/5 easy