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5/5 A very personal minus point is the +AP abilities, which I happen not to like, but I wish there were more games like this
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What a challenging game! I cannot get enough. The challenges keep me coming back even after I beat the story. Did anyone else find, however, that some characters were far more useful than others?
Also, did anyone else find that Mission 11 was much harder than Mission 12?
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Challenge for level 7 gave me some trouble. Combat was no problem, I could just never get Becker to all 5 files and out the elevator in 15 turns. I spent quite a bit of time trying to figure out the optimal path for him. Throw in an acid patch or two and I was pulling my hair out.
One thing I'd like to see is making it easier to differentiate between the tiles when they aren't in your movement range. Maybe an option to give them a slight border, easier to see the grid? Would have helped with all the movement space counting I had to do.
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WHY is level 11 the hardest to get diamond on? No matter what I get bad luck exploding alien spawns trying to get back from the bottom left
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This might be the best flash game I've played. Some improvements I can think of: 1) A cancel unit selection command 2) The hexagon grids are hard to see at times. They should be easily visible all the time all over the map. 3) Soundtrack shouldn't be so good. It's addictive :P
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well i guess i understand what i was doing wrong now. your main goal to getting the diamond on level 12 is to kill the tentacles and hurt the main tentacle before moving, and you need to be 5 spaces away to avoid getting shot with goop
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@bjjdude if you spent points on shotgun in skill-tree then shotgun is already available during mission as skill/icon on Tylor bar
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All my of team is the elevator but one.
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Question to developers/long-time players: When the glue monster attacks, you see a yellow "-1" effect upon the victim... Surely that -1 isn't simple physical damage? Is it some sort of malus? I can't see what the effect of the -1 is ...
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Alternate way to get Gold Challenge III: "Get Gold with 10 skill points", skills: Armor Upgrade I & II, Larger Ammo Magazine I, Ammo Upgrade I (10 points).. just play on Hard, since finishing successfully gives Gold medal automatically, if you can finish quickly with less damage you can even get Ruby or Diamond. Finished in 11 turns with no casualties. (I think this way takes all of the challenge out of Gold Challenge III though)
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You have done a great job with this game. One thing that I did not like was that enemies do not stop spawning. If you made enemy placement more strategic that would make me love the game. Killing all enemies could also be an alternate form of victory.
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Diamond Challenge V (Mission 8) in 12 turns. Skills : sprint, endurance, quick and alert, sawn-off, pump-action shotgun, quickness program, shield program(didn't use), nanolongevity, nanoreconfiguration I & II, explosive bomb, magnetic bomb, ammo upgrade I & II (25 points).
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I don't understand the alein respawn amounts. I'll have the grates covered and in 1 turn 4-5 will pop out and in another 10-12 will pop out. I didn't like it when my guy covering a vent ran out of ammo and was attacked 3 more times by more aliens coming out of the vents.
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The close combat upgrades don't seem all that useful when all the medals pretty much require receiving no damage. Maybe they'll come in useful for getting the last few levels on diamond but I doubt it. The game is great fun and it's rare that I can enjoy repeating levels for a perfect win.
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My favorite level is 4. I can understand some concern about limiting the unlimited aliens, but it really makes no sense for a team to not destroy access points they come across. As long as a few access points are more trouble to reach and destroy than just completing the mission, the aliens will still be able to come indefinitely. Add in more doors to close or obstacles to place to be able to divert enemies- or slow them, in the case of destructible obstacles. As is- while each mission attempts to feel a little different, it mostly just becomes a slow walk to several points on the map, easily killing a swarm of weak aliens and hoping I can finish before the ammo runs out. It's a great game, but once the rest of the game has the same attention to detail as say, the variation in the characters (which is done quite well, even if some upgrades seems a little useless), it will truly be amazing.
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Its quite a fun game, but the explosive aliens feel quite game breaking in the levels with small corridors. I'd manage to kill my way through and then an alien would block off the only path to the objective.
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I don't get it... in mission 8 I left Farro outside the elevator, but the "left behind" was still zero and I got diamond, plus the challenge badge. How is left behind supposed to work?
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Fix the typos, and you'll have a professional looking game. The gameplay was so engaging, that I actually followed the storyline. Very nice game. I hope you added Kongs API to it, because you definitely deserve badges!
When you're on a mission, click "Options" (top right of the screen), "Give up the mission", "Continue" on the result screen, then "Back" until you reach the main menu.
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i had to stop playing just because i have been in the game for about 3 hours straigth, and i needed a rest, thanks for givin such a good game and i hope to see more of it, i also think that its the best game in kongregate period.
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in mission 4 you are supposed to lock the doors so aliens dont get in but i ended up locking farro IN with the aliens he survived like 2 turns...
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on the mission with the switches i lost because i got one at a time and they all came out of one door so i lost everyone that tried to kill them
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wow, once at level 3 i think when woods is new joined, i started the elevator without him! he died...man this game is soo movie like! :D
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Well executed, fun, replayable missions, I like it! I thought it was much more reminiscent of "Space Hulk" than X-Com though, but that's not a bad thing at all.
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I really enjoy this game. It looks, feels, and sounds nice, is challenging enough to be fun, and is overall quite well made. I particularly like that each trooper has unique, well-thought out abilities. One thing I would like to see in the future is each trooper gaining experience individually in addition to the system already in place, with the improvements being superficial or minor per level.
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BUG:reported in mission 6 you can click on bekket andmove him before the doors are open but then you cant move anyone else