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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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this game is on my top 10 list of flash games. A+++ hope there is a part 2 of it. and also it would be nice if there was a fast forward button.
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Pathing needs work. I hit the Flee button and all it does is destroy the building while all the humans stand there with their thumbs up their ass til the zombies eat em.
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For all people looking for a challenge...try map named "Nanasisan". I have no idea why it is ranked 17 on the hardest map scale. It should be in the top 3 hardest maps. Try it if you dare.
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My survivors from an abandoned workshop are just standing outside doing nothing, and the extra ones in the depot aren't going to workshops either.
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A points/upgrade system for completing levels and maps would be tremendous. The ability to upgrade certain buildings (Sniper Tower Range/Accuracy, Survivor speed or carrying amount, ect.) would add tremendous replay value to a game that already has a great replay value. Great game and vote this up if you agree.
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Just a small tweak that would make game play a bit easier; please change the barricade color on the mini-map to blue or some other color because on the level 'survivor' the map looks very complicated, and its hard to tell where your building are.
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i want a 2nd one. . . with more stuff :E i think one tower is fine make many more it turns into a TD game with manual supply gathering. Hope to see a squeal to my fav zombie building game! :E
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I like the game. The story is short but the random maps make up for it. Some maps on harder difficulties are really a challenge. I see some pathing issues when it comes to survivors transporting between waypoints. Setting priority on sniper nests would be great as well. Sometimes they target the smaller mob because they are closer but let the bigger mob overwhelm the area. All in all a good game, it will keep me entertained for a while. 5/5
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Also, just a thought, if you did indeed create a sequel, and it just so happened to have more buildings than this one, don't you think it should have more than one type of survivor? Depending on that persons profession before the Zombie invasion, they would have certain special abilities, and it would also affect what type of buildings you would find them in.
Heres a short list of professions I think you could include. Police Officer, can carry ammo with them and use it as a low accuracy attack against the zombies when active. Construction Worker, carries materials faster. Army Recruiter, can deputize survivors without jobs. Deputy, same as cop, but with half the accuracy. Fireman, extracts Survivor resources faster.
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starts game starts scavenging finds ammo in lots of cars offices malls and home me wtf why do people have so many bullets
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There needs to be a way to make people retreat... It kills me inside when I demolish a structure to make the people fall back, and they stand there and do nothing until the zombies are one square away in which case they run around randomly until cornered in a building entrance... Why dont they go back to the nearest storeroom!! aaagh...
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grberry, I have added the appropriate hooks and verified that they work. The game notifies the server when you have completed various difficulties of random maps, the campaign, etc. They are not listed on the high scores table because it doesn't make sense to list them there. I have no idea why the editors of the site decided to pass over this game when it came to badges. Hopefully they will add them to the sequel when it comes out.
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It has been YEARS since i've been trying to defeat a god damn quartermaster random map on this game. FINALLY, i have achieved this ultimate goal! WoW. What a simple and really punishing game. Probably my favorite of all Flash.
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Is there a way to play this game or not?
This game got to be one of the best games on this site, so it would really suck if you can't play it any longer.
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Good grief. I just saw this and realised I hadn't rated it. This is hands-down one of the best single-player strategy games I've ever seen, and I've been playing them for 40 years. I played this to death and then played with it more. Tense, exciting, with resource management too. It's a no-brainer 5/5.
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Like the game. Unlike others I like the fact that the supply lines are slow. It makes it more challanging and makes you plan more.
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how do i upload the maps that are stored on https://sites.google.com/view/shatteredcolony/maps_1 ?
i can see the map i want (spaghetti), but dont know how i can upload / copy here to play.
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This is the single most addictive game on Kongregate and I am desperately jonesing for it, come on Ruffle! Even years later, I perk up whenever I see a church in a big grassy lot with nothing else on it.
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Still one of my favorite games. I wish the maps were still downloadable. 8 years later and this is still a lot of fun to play.
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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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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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Play a tough level with limited resources and 25000 zombies! Better be proactive or you're lunch. http://auriga-squad.appspot.com/get/agxhdXJpZ2Etc3F1YWRyDAsSA01hcBjZ7b4BDA
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Its fun i don't understand the map creating mode that well though. like how to make land like grass or just normal ground. :)
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The game is great, but the depot pathing needs some work. Aside from just screaming about how often it gets glitched, I actually have an idea to help (some) make the depot's range path only, instead of free. What I mean is, don't allow a depot to be built on the other side of a river that you have to cross half the map to get to. do the same thing regarding "nearest" depot. A Depot 3 spaces away across the same river is much farther than one 5 spaces down the road, but the sprites walk for 5 min to reach the depot across the river.
Pathing is already a lot better in the current SC2 build. But I will definitely take pathing into account for placement. I'm revamping how the supply network is implemented more generally. I like the basic idea of supply networks, but it is tricky to make sure that they have interesting trade-offs.