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Very annoying that enemies are able to keep attacking along the side...if you are the sort of person who makes a line of soldiers and one hunter gets past he will go down the line killing everyone.
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Day 3 on hard is super hardcore... if you lose one man restart.
The hardest part is when bursters come into play. Last time they took out my entire army of defenses so quick i realized the life support was on 19 some seconds later.
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This game needs a fast forward button...
But otherwise, 5*...
Oh, and could you please make the layout of the boundaries more even, its difficult to plot troops so they are evenly distributed
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I like the "point this guy in this direction so his cone of fire covers this area" feature at first, but as has been pointed out, it's kind of stupid to think a guy desperate for his and his buddy's lives wouldn't turn and shoot a monster eating his friend's face.
And these guys aren't disciplined soldiers, they're civilians!
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Legendary game, love the different units and support, I don't think I've seen a new game on kongregate like this in a while. Not bad graphics as well, and like the music with the theme. If you ever make a sequel, I urge you to give more depth - Maybe like bunkers, trenches, towers, turrets for some buildings. Possibly more maps - the dirt's getting boring. Maybe make a few modes like 1) Campaign, over say 30 days or something 2) Sandbox, to test stuff out 3) Tactical Campaign, you hop into a half-done battle where there's a problem and you have to really examine the battlefield to learn where to place units, for example, a whole load of nailgunners in the battlefield, but aliens get through - if you recycle though you lose 50% of resource, so that's pretty hard too - problem! More support powers, more units, and you've got yourself a God-Like game. 5/5
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"Commarnder, we need to set up more troops. What if the aliens come from North-West." Commander:"This is silly, why would they do that!?"
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One of the reasons I like this game so much is that it knows when to end. The developer knew the game's limited content (no upgrades, only 4 enemies and 1 map) and made the game into the appropriate length. The result is a short, fun game with an interesting setting; overall a great experience. The pacing and soundtrack were great and the brief narrative was very well written. I would love to see a sequel or another game in the same vein. 4.5/5
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Tips for DAY 5 - HARD.
Build-- first two rows NAIL GUNNERS, 1 space apart, 15 per row.
3rd row, 7 FUEL THROWERS, 1 behind every second nail gunner in the second row.
3rd row, 7 FLARE GUNNERS, place between the FUEL THROWERS.
4th row, NAIL GUNNERS, same as first two rows.
5th row, IMPLODER GUNS, as many as you can fit in.
This works right up until level 20.
After level 19 you should have on the field, 45+ NAIL GUNNERS, 7 FUEL THROWERS, 7 FLAREGUNS, at least 10 IMPLODER GUNS (if not more)
On level 20 you will need to use the assists. Use the Repulsor a *LOT*.
When the aliens are packed up nice and dense, fire off the ships laser it will cut them down in masses. Repeat until wave ends.
You will probably lose some crew along the way, but your ship *shouldn't take any damage.
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Why does every class of enemy, regardless of difficulty to kill, only give 4 resource points? If the price of more effective weaponry is increased, then the resource points for tougher enemies should be increased as well.
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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!