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Protip: The minimum distance from your engineers at which Hunters will pop out of the ground is exactly the same as the maximum range of the flamethrowers. Since Hunters also change course to attack the nearest engineer, the four flamethrowers you can afford at the start of Day 3 can safely cover the entire field with minimal firing-range overlap (one on each edge, the other two spaced out in the middle). At most, you'll need 3 more flamers (placed halfway between each pair of your starting flamers) to finish the level; all of your other resources should go into long-range units that can pick off the later waves' Bursters.
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The best way to beat level 4 for the badge is as follows. Get as far as you can to unlock power #4, then die and start over. Use power #2 for the first wave, if you get hurt restart. Use #3 for every following wave, use it as soon as the wave starts and always keep firing, and only use #1 when absolutely neccesary to save money. On waves 10, and 16+, use #2 then hold out as long as you can, then fire #4 to destroy the whole wave. On the last wave, this still won't be enough, but with all the money at this point just spam #1 during the whole round. As long as you keep your aim good, you should get the badge.
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the "engineers" with good aim should be able to be upgraded with more health and their weapons should be able to be upgraded too
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maybe you can add a function where you can decide what enemie the defender wil target first.
so specific defenders will aim for specific targets. options like farest away, closest, covered in fuel and ofcourse all enemies are an option to.
example: beam cutters aim for infected
nailgunners aim for runners
flaregunner aims for target covered in fuel
etc
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This game is a great game! What I would like to see is that your guys could get promoted and deal more damage or shoot faster. That would be awesome! Anyway, it deserves 5/5!!!
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"sir it's behind me!!!"
" It's OK soldier im pressing button randomly to create a shockwave that should... oh nevermind your dead."
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They are ENGINEERS, no? Should they not BUILD STRUCTURES? And the troops, are they not HUMAN? Are they incappable of ROTATING to shoot enemies? Also, are they incappable of SAVING THEIR BUDDIES?? "OMG, Freds getting his face eaten!! We need to help him!!" "Nah, bro, he'll be fine."
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A fast-forward button would be a nice addition, as well a "veteran" status for troops who have killed a certain amount of aliens. This could give a higher fire rate, or damage boost or something similar.
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Day 4 special achievement.
Use sentry the first wave. Use sentinel up to wave 15. Always start by wiping it out. Wave 10 is hard and require many the use of many Repulsor tool. Wave 13, 14, 15 requires an wise use of repulsor.
From wave 16 to 20. Do not use sentinel, start using BEAM SOURGE inmediatly until it's over and then finish the rest with SENTINEL.
In wave 20, use BEAM SOURGE twice and cast REPULSE as often as possible until it get recharged.
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Flamer: Sir, what if the Hunters start killing someone right next to me and i know im next? Mr. Sir: keep looking out into the desert and ignore it. :/
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Another idea. How about the troops that have like 10-20 kills would get Xp so they would do a little more damage. that would be awesome
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Great game... more depth would have been nice but it was definately a top-notch game... on thing that frustated me was everyonce and a while my whole army would get wiped because of one runner coming from behind...
If you made it so they couldn't take out the whole army this game would be perfect... 4.5/5
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I think that adding some RPG elements to your individual units would be fun. Not enough to make it a TD game, but just so there would be greater incentive to keep the same units. But its really fun to play something like this, and the music is excellent. 4/5
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Try not to tweak too much if there's a sequel; less is more, which is why this works so well. As for the ridiculous range overlaps, selectable groups would be wiser than color-coding, for numerous reasons. 5/5
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Only problem with the game is....if there is an alien behind my men, I expect them to be smart enough to turn around!
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it seems silly to have to effectively start over each day, but it's a matter of play balance: if you did a really good job on the first day (have lots of resources left over) then the later days would be too easy, and if you did a lousy job on the first day, you would have too little resources, possibly putting you in a no-win situation which would force you to start ALL over in order to have any chance of winning! if you've ever played the classic game Homeworld you'll know how this works.
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"then it seemed like the desert come alive... they were coming out from under the sand" am i the only one who think about Starcraft when play this? to me it's a Zerg invasion with some marines trying to defend the base :p
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Cmndr: okay, Imma throw you guys out in the open with no strategy at all :D
Soldier: What if the aliens jump on me?
Cmdr: Keep on truckin' man!
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An Alien: Is this the way to the colony?
*A brief moment of silence*
Everybody else in the colony: KILL HIIWANTHISLOOTFJHUS
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Alien: So how are we going to attack?
Elder Alien: Just keep attacking them head-on.
3 days later...
Alien: We're running out of steam. Should we change our tactics? The rear and sides of the ship don't seem to be protected.
Elder Alien: Of course not! Keep attacking them head-on!
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A lot of things you could do with this idea, but it's not there yet. Too limited, too tedious. Also, too many short-sighted ideas.
Major improvements: Easier way to tell which types of units shoot where, possibly an upgrade scheme for the units to make them... I dunno... able to do a bit more. Or perhaps structures. Definitely don't give up on the idea.
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These people have some impressive discipline - they won't turn or back up, even if they're about to be attacked from the side. No matter how much you might wish they would...
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the game's good, but if it is all about an improve of weapons and a resource hunt to survive shouldn't we actually be building the weapons? While also looking for the materials for them? My point of these suggestions is that you could not only add a story plot to this, you could add different side missions to better layout and prolong your game while also making the game more indepth.