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anakin2177, i have to disagree with your comment. i thing that it's a good thing that the ranges are all one colour because it is easier to see how strongly a certain area is protected, because the ranges overlap, causing a thicker cover on the more defended areas. To think that the developer put that in is quite brillient and even more helpfull.
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Commander: I want you all to shoot and draw huge white circles around the area you can shoot. Troops: Why? Commander: BECAUSE I SAID SO!!
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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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Day 1: "Alright this isn't that bad, fairly easy so far."
Day 2: "Still not that hard, just build guys as I get the Resources."
Day 3: "Alright so now they are underground, but as long as I start off with a line of flamethrowers and fill in the gaps with other weapons I am good."
Day 4: "These infected are so easy with a line of Repulsor's they are not even getting up to my men."
Day 5: "Wow this isn't that bad for a last Day, requires a bit more strategy bu OMGWTF IS THIS LAST WAVE OVER 1000 ENEMIES SCREEN FULL UNDERGROUND ENEMIES SPAM 1 SPAM 1"
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also, at my comment i wanted to add a comment. I thought their would be a final alien boss or something at final end. Still cool though.
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"Sir one of our nail gunners got eaten its the final wave on day five we need a new nail gunner but we dont have enough money to get another one," said the marine. "I DONT CARE GIVE ME MY MONEY!" said the boss. "but if we dont get that nail gut we will ALL die," said the marine. "GIVE ME MY MONEY OR GET OUT!" said the boss. 5 min. later the ship blew up.
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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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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.
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@Phile@ first you say there’s no challenge in placing the units, then you talk about weak spots. *What weak sports?* If you would wouldn’t be too blind to see the challenge, you wouldn’t have any weak spots.
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Always leave money for your support tools. Because your men become fairly useless the closer to the end you come. Yet their death is not something you can afford, or you will have no support tools the next time, falling into a downwards spiral. Don’t let that happen.
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Achievement No.3 on http://www.kongregate.com/games/nicotuason/desert-moon "IS IMPOSSIBLE! DID WHAT Khenra said! CAN"T HAPPEN!!!!"
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Ok now I am just frustrated lvl 3 should not be that hard on hard mode except the occasional bad luck early on. The main problem is that the map needs to be moved to the upper right or don't send people down the left edge. I left flamer right on the edge and have had people run right by him underground. Were my right one just has to touch the edge of the map and no one will run by him. and the more I try and move him over the less overlap there is till there is almost none. Which make the level pretty much just do it again and again till luck is on your side.
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@KiwiLieutenant Yes it'd be nice if they could spin around and shoot but that would strategy and challenge involved in placing the units in the first place. On Day 3 you need to anticipate the runners that start coming with the hunters— save some resources for long range units and if you see a runner headed straight for your weak spot hit the repulsor.
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Pretty good game overall though I would prefer it to have more levels and be more of a fix your ship back up and leave kind of game so you have upgrades and other options like repairing the ship between waves. keep up the good work.
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ahhh, finally my triple-coverage flamethrower defense is complete. Time to relax. *starts wave without looking* aaaaaand triple-coverage flamethrower defense is flanked by runners and destroyed by bursters.
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great game, great concept, could use colour codes to tell you minions apart and could also use a protection thing (pillbox, wall etc,) to be honest, once you get the imploders it's kinda OP, just have 6 or so of em and a butttonne of flaregunners and slowing can things. could've used a bubble gun :P lol jk, and could've had some more variety in enemies or upgrades for your individual units (some more depth would be cool no?) and maybe a boss or two? if you ever make another one of these (and i hope you do,) could you add some of these suggestions plz? pretty plz with a nail gunner on top? :P
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There should be a fast forward button or something because i find that it gets sorta boring to watch when the waves get bigger... just a suggestion but all and all a good game:)
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I like the concept...Just not a whole lot of content. I would have liked to have seen some more depth. great game though 4 nailguns...out of 5
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Hm, a bunch of Engineers stuck on a Desert moon with a crashed spaceship. I assume they've never seen the movie "Flight of the Phoenix" before?! I guess repairing it or building a smaller spaceship out of the bigger one is not an option...
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Not sure if its a bug but when playing and following tutorial if you have gunners in the middle of the screen it interfer with the close button. Can you close it with X key? Doesnt work in FF