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Great game, but controls could have been better. I select the shotgun, change my mind and select Pierce to move him, and promptly Taylor decides she's had it up to here with Pierce's shenanigans and fires a round of sawed off shotgun lead at point blank into Pierce's face, killing him, the scientist, and half of my team while 5 exploding aliens stand by and laugh at me.
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This game needs at least one restart turn button per mission. The objectives are so tight that one small mistake or one misclick might make a strategy you cerafully crafted for the last 10 minutes totally useless and meaningless. You can botch a mission by clicking one small hex on the map instead of adjacent small hex. And you can never correct it. That's awful. Apart from that one glowing problem in design the game is great.
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If you use the characters's sensor's counter attacks during the enemy turns, your online gameplay will be more better and try to dodge harmful attacks by using shields and armor. If your playable characters have low health, you should use any medic equipments. Just like Front Mission 4, 3, 2, and 1 for Playstation 2 and 1.There is a website, you can download ROMs and WinArs to play any discs video games and other consle system games as well.
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The server is restarting soon. Please finish your battles quickly. No new battles can be started until the server resets in a few minutes. The server is restarting. Battles will be available again in a few minutes.
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Mission in Space : the lost colony is the game after playing which I became regular at Kong. It's been years since I've played ^_^ (..changed accounts a couple of times since thus I get a bonus of badges)
+ it has a music to sound fx relative volume setup which oh so many of flash games lack. 5/5+fav
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I played this game for the Badge...I lost on the third level (OOF), but I still got the kill credit, and I liked what I played of this game. :-)
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lol For a moment I thought I had to actually aim the crosshairs at the aliens. Still I like the concept. And yes, X-COM.
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Like someone else commented, it reminds me of UFO: Enemy Unknown and X-com, but without the base management and lighter. It feels exciting, it offers a lot of freedom and it is well-explained. Like X-com, this is not my kind of game, but it is definitely very well-made!
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It reminds me of a different game, though that one has a fantasy background theme. The turn based/hex game system is the same though.
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FateIsEscaped, you don't need HP upgrades, as you generally want to avoid taking damage at all (don't buy medic's regeneration program for the same reason). Here are another tips: shielding program prevents taking damage from acid puddles, while flamethrower and explosive bombs clear them.
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Super awesome game, a hidden gem! The easiest tips I can give is, abuse Alert all the guys in turn 2(especially Farro), HP+gun upgrades, Quickness, and stay away from vents/spawn points, and move in groups.
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This game was amazing! Easiy the best turn-based browser game I have every played. Still hoping for a sequel after all those years
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i remember playing this game before. same before as it was then. everything about it is impressive: the X-Com like layout (though that's about where the similarities end), fabulous music, impressive graphics, even the story. the fact that i have a hard time getting into this game and will subsequently never finish anything but the easy badge (maybe the medium eventually) is no reason not to give it the high score it deserves. oh, and love the Aliens vibe too. that certainly helps. ;)
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PEWPEWPEW and ten i go to oter side and PEWPEWPEW and ten evrywan cry all te time and tey say sory for go to usa we wana go to usa and brake usa all te time but we dont no ur here and ur best and ur hero of usa who potect usa all te time so dont try brake usa guys
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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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Making an explosive alien actually explode (using explosives) prevents them from spawning deadly floor acid. Useful in those crucial moments you have to make your team run through to get the best times.
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Pretty good game, but I am very much nagged by the fact that the game is simply a puzzle where you need to solve the sequence of optimal moves mission for mission.
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for anyone who is having trouble in level 11 diamond, send Taylor alone to the southwest panel, Blake to the northwest, LT to northeast, Farro and Woods to southeast while Pierce stay at base. Pick the route without any entrance to avoid unexpected explosion alien, buff quickness to Wood, Farro, save shield for Blake and Taylor to pass puddles. Let Pierce around base to distract alien from Farro's path and kill them with bombs, set 2 magnetic bombs (if purchased) in 2 doors to block them later. Avoid turn on alert if it's not necessary. I beat it in 14 turns with Farro arrive last
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combos: lieutnant farro: sentinel+ flamethrower+war cry+nano shield. Acid runner Taylor: sprint upgrades+nano shield. Watchman Pierce: Power lights+quickness. Tips: power lights vs motion? My answer: if you can see it you can shoot it, even if you can detect further away with motion, they might even be detected too far away to reach you. Lieutnant isn't affected by passive bonuses. Only one active nano per trooper. If you want another nano you have to wait for the effect to end. The different cry passives stack on each other and with nano. Pierces bombs are cheaper with AP. but more risky to detonate than flamethrowers. Choose wisely... especially on last boss. If a trooper can't see an alien but only echo let another trooper watch past them light the way. The first trooper can now shoot. AP is always new for each round. No use to save AP for next round.
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One of my favorite games on Kongregate. I'm sorry there hasn't been a sequel. It's also one of the only games on which I don't mute the music. It's also one of the only games I've got an impossible badge on (partly because I got lucky and the tentacles showed up right in front of my guns).
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The most effective strategy I've found for mission 10: The two guys who can clear acid puddles (Farro and Pierce) don't carry equipment and clear the way, Farro and Woods going straight up and the others moving to the right. After Pierce clears the first room (if necessary), Taylor goes as fast as possible to the right to install the gear there. He'll go so fast that there will probably be no aliens in sight. Pierce and Blake then move diagonally toward the upper right, with Taylor covering after his equipment is installed. Farro and Woods then pretty much serve as decoys to draw fire from the others.