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Comments for Shattered Colony: The Survivors

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thorax7

Dec. 09, 2011

Under rating threshold (show) This is my favorite game on all of kongregate. Using the ~ (speed up) is essential and on the really hard levels do not forget to save your game.

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(5)

Haaon

Dec. 03, 2011

Under rating threshold (show) How good is the making of number two of this good game.

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(3)

M249_SAW_

Dec. 03, 2011

Under rating threshold (show) @huntinater4k NEW RECORD! 60- ...

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(0)

Curdflappers

Dec. 02, 2011

Under rating threshold (show) @Huntinater4k lmao I think you're just ASKING for minuses.

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(2)

NinjaDragon109

Nov. 27, 2011

Under rating threshold (show)

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(-31)

hooverboy

Nov. 25, 2011

Under rating threshold (show) some things either don't work or it wasn't explained well enough, for some reason my workers wont do anything, and i have like 20 left over.

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(0)

Paladinrocker

Nov. 22, 2011

Under rating threshold (show) One thing. Fast-forward button?

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(15)

Huntinater4k

Nov. 22, 2011

Under rating threshold (show)

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(-67)

tkaa

Nov. 22, 2011

Under rating threshold (show) To fast-forward the game, press the ~ key. It's not included in the instructions.

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(45)

twistercsgb

Nov. 22, 2011

Under rating threshold (show) Very good game! But I think you can add a button to make the game faster, like a "Speed Button"... Congratulations for the Game! ;D

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(4)

chrisashdown01

Nov. 21, 2011

Under rating threshold (show) I wanna know how they get food once they blown all the bridges up.....

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(4)

bashjr

Nov. 19, 2011

Under rating threshold (show) love this game started playing it when it came out on notdoppler but look it is here now to :D

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(0)

tkaa

Nov. 18, 2011

Under rating threshold (show) I'm working my way through the user-made maps in order, and it would be nice to be able to skip to a certain page of maps now that I'm up to the 200's. It would also be great if the game kept track of which maps I've already played and beaten.

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(3)

tkaa

Nov. 18, 2011

Under rating threshold (show) Some of the user-made maps have explosives on bridges from one part of the map to the other. These bridges generate zombies just like the bridges that go off the map. Where are these zombies coming from? They just appear out of nowhere. Also, sometimes zombies can cross these bridges even after they've been blown up, but the survivors can't.

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(-1)

pwnu4aquarter

Nov. 16, 2011

Under rating threshold (show) Survivers- Hmm. There is a zombie right in front in front of me about to attack me. What do i do? Great game. Check out this map at http://auriga-squad.appspot.com/get/agxhdXJpZ2Etc3F1YWRyDAsSA01hcBigq8IBDA

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(-2)

Lurch007

Nov. 14, 2011

Under rating threshold (show) Best game ever, only problem I have is sometimes with the huge maps the saves get stuffed up. i.e. you load them and everything is white and game is lost (8 hours of my life gone, lol)

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(0)

LordDackofSword

Nov. 13, 2011

Under rating threshold (show) would like it if they go the safest not shortest way its like hmm 10 zombies there or 0 there hmm the others are on the other side of the zombies then a corner.Also like if they know they will die they just stand and fight to help the others

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(2)

TallJohnDW

Nov. 12, 2011

Under rating threshold (show)

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(-6)

nynja

Nov. 09, 2011

Under rating threshold (show) Tried load my save for map "Spaghetti". Result: all background images is blank(white), and only units and own structures are visible. If "Retry Map" pressed - all returned but from beginning.

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(3)

duerig

Nov. 08, 2011

Under rating threshold (show) The online map database is temporarily down. This will be resolved some time today.

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(1)

Developer response from duerig

Maps are back up. Post here or on my profile if you have map troubles.

shi2000805

Nov. 06, 2011

Under rating threshold (show) exept the bullets

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(3)

shi2000805

Nov. 06, 2011

Under rating threshold (show) I found a glitch. when you click on a workshop and put your mouse on the white boxes that say how many resources are left it all says survivors left

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(3)

Yaivenov

Nov. 05, 2011

Under rating threshold (show) There seriously needs to be a set of forced action commands. It's extremely aggravating when the workers just dither and ignore much needed tasks, for instance I'll be constructing sniper towers to head off a wave of enemy. I'll have plenty of free people to man the towers, plenty of free workers to build the towers and man the towers, plenty of assigned workers to the nearest supply depot with a ready amount of supplies at hand and more than enough time to get the job done. Yet the workers just ignore the build order and the area gets over-run. Going by the in-game wave clock I've had build orders take a full two minutes before any construction finally happens. Another necessary forced action is bloody retreat command. When I know a branch of my base wont survive a zombie attack I raze the buildings in order to pull the people back and keep them from being killed. Instead they just stand there doing nothing until the zeds over-run and kill them.

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(5)

paulamirada3

Nov. 04, 2011

Under rating threshold (show) i thought the guns were fishing poles >_>

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(3)

duerig

Nov. 04, 2011

Under rating threshold (show) If anyone has noticed patterns in save game failures, please PM me.

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(0)

penguinoid

Nov. 03, 2011

Under rating threshold (show) Game could use a global worker allocation for idle workers: workshop, supply, sentry. Even better if the allocation includes rescue, ammo collection, board collection. As is, workshops need to individually be told to get tons of workers, which can end up being annoying if you suddenly need defenses or suppliers. Intelligent workers could move supplies away from where they're accumulating and towards where they are being used or transported.

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(0)

gameowner3

Nov. 03, 2011

Under rating threshold (show) @4pony you have obviously never played minecraft

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(1)

Haaon

Nov. 02, 2011

Under rating threshold (show) Hey, stop criticizing perhaps the best game on Kongregate ever.

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(9)

fernandito

Oct. 31, 2011

Under rating threshold (show) Very interesting concept. TD and strategy on well-balanced game. Last campaign level -survival- is really exciting. I hope sequel with better graphics (i find it difficult to see passable routes), better interface (i can't tell one green button from the other) and improved AI in human logistics. And, maybe, more tower types, traps, or tower specialization by levelling-up. For now, 4/5 and waiting sequel.

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(3)

DaveDaveson

Oct. 31, 2011

Under rating threshold (show) Perhaps instead of buildings generating zombies, you could just have an endless stream of zombies pouring in through the connecting roads. Not huge amounts, or maybe depending on difficulty, the rate of zombie wanderers increases as the difficulty does. Keeping up the idea of the occasional zombie horde coming in via the road. Nothing more worrying than hearing that beeping noise and then the zombie growl. It would make it more challenging and slightly more realistic. Not that I don't love the game, I think it's awesome. Great job :D

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(2)

Travuersa

Oct. 30, 2011

Under rating threshold (show) I have 30 (THIRTY) people sitting on their asses in a construction depot while my snipers need ammo and people. What the f**k.

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(5)

Travuersa

Oct. 30, 2011

Under rating threshold (show)

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(-6)

insan3kill3r80

Oct. 27, 2011

Under rating threshold (show) Easy win- build a beast sniper tower and then just build others to shoot to attract zombies then beast tower kill zombies then repeat and move forward

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(5)

arceus213

Oct. 27, 2011

Under rating threshold (show) a useful tip:when there are lots of zombies add people to sniper towers so bullets hit more often

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(3)

jo3n

Oct. 25, 2011

Under rating threshold (show) that one looks like my exwife! good times!

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(3)

Adsum_di

Oct. 25, 2011

Under rating threshold (show) Some observations: - Keep your logistical lines meshed. Build enough depots (they only cost you a nug) to resupply key defenses from multiple points. This mitigates some of the wandering nugs as well. - In Berlin, resist the temptation to go after the wide bridge first. The wide bridge means that the zombies are spread out and you can have more wall segments to absorb them... and more sniper towers to take them out. - The point of greatest danger (after the early game when you're gaining a foothold) is the end game. The hordes are concentrated. The snipers just don't have a high enough rate of fire to take them out, so try to attrit them with a yielding defense. - If you're overrun, consider abandoning your next line of defense to give them a chance to spread out. Never weaken defenses in territory that you control; it's nearly impossible to win a pitched battle against a concentrated horde. Happy butchering!

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(6)

MrEvilStevo

Oct. 24, 2011

Under rating threshold (show) i hum the mission impossible theme whenever my survivors are forced to detour past zombie infested areas

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(2)

commando2224

Oct. 23, 2011

Under rating threshold (show)

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(-11)

Foreman

Oct. 22, 2011

Under rating threshold (show) @darkwarrior42: When you build a depot, the connection paths are decided immediately - which will try to avoid obstacles. The path won't be updated automatically after the obstacle being removed. You need to 'force' the update - build a tower on currently recorded long path for example. As long as a survivor find himself being blocked, a new nearest path will be calculated.

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(3)

Haaon

Oct. 22, 2011

Under rating threshold (show)

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(-7)

darkwarrior42

Oct. 22, 2011

Under rating threshold (show) I wanted to love this game. I really did. The idea, the graphics, and the fact that you have to manage logistics are all great ideas. However, the insanely irritating way you maintain logistics meant I didn't actually get past the first non-tutorial mission. I watched in irritation as I tried to push my front line forward, only to watch the survivors begin pathing back to depots near the bottom of the map. This is after I had set the quota for those depots to zero. I tried to use the "gather nearby resources" button on the depot I wanted them to move to, only to watch in horror as they continued their path to the original destination, all the way across the map... THEN walked all the way back north. I easily won the scenario still, but the thought of having to laboriously issue commands in a way to try and compensate for this poor AI was too much; I did not play further. 3/5 for a great concept, executed with such a large issue I could not bring myself to play.

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(3)

Haaon

Oct. 21, 2011

Under rating threshold (show) how about towers get xp? and make Shatterd Colony: The Survivors 2 were the all new stuff comes in, smart eh?

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(5)

Hikaru16

Oct. 21, 2011

Under rating threshold (show) <3 this game, combines my 2 favorite games, zombies, and strategy 5/5!

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(0)

TreWolfie

Oct. 20, 2011

Under rating threshold (show) This is an awesome game, I love the way the supply chains are worked in and I have to balance expansion and logistics. More games like this are needed, definitely.

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(1)

gobi909

Oct. 20, 2011

Under rating threshold (show) I love this game and rebuild 1 and 2 love zombie games 5/5

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(-2)

jack51069

Oct. 18, 2011

Under rating threshold (show) sequel?

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(5)

DeadlyDad

Oct. 16, 2011

Under rating threshold (show) It would be *very* handy if you could fix some of the vehicles and use them as small depots; the larger the vehicle, the more equip/people it could haul.

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(3)

DeadlyDad

Oct. 16, 2011

Under rating threshold (show) AAAARGH! Three times so far on the last level I've come close to breakouts because the game will bug out and say 'even though you have 50/50 ammo, you can't fire because you have no ammo' and my sniper tower gets overrun.

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(5)

username39

Oct. 16, 2011

Under rating threshold (show) this game has a 4.26 rating and still does have badges meanwhile there are a few games that have ratings less than 3 and they have badges something isnt right here.

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(11)

kkoc

Oct. 14, 2011

Under rating threshold (show) Id like to see which level Ive already played

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(6)

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