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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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Very well done game! I was impressed with it during the first two levels and then realized it's only been played a handful of times. I hope more people notice it! :)
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Really enjoying it. Love the helpful details like the popup warnings on the 'End Turn' button, that prevent you ruining a whole level by forgetting something silly like reloading. Like the way the initial levels are straightforward enough, but the difficulty ramps up towards the end. Suggestion: highlight the help button at the end of the tutorial - there's valuable info in there. Also, minor gripe: would be helpful to have a recap of the mission orders in there, for those longer "do a then b and then c" briefings, they can be a bit confusing the first time you play a level. But still, 5/5.
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The more I play this game, the more I appreciate the care that went into it. In particular, the UI. You guys are the *gods* of UIs. One look at the screen, and you can tell exactly which resources are being used by which player. And, given, the extremely cramped nature of a flash game, this is an accomplishment in and of itself. It has clarity, is unobtrusive and concise. And, its a fun, clever game too (sorry, about burying the lede.) It's "Aliens meets Chess." Noone shd be dismayed by the turn-based nature of the game; that's what makes it great. So, please (please) make more missions. Those tentacle-aliens must be stopped! Plus, I need to know more about Taylor; I think we had a moment.
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This game is really well done, great music too, but I can't help finding it a bit tedious. There are just too many aliens coming at me and I feel like my troops are glorified turrents since they can only move such short distances.
Other than that, this game is top notch
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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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I feel bored of aliens after playing so many games. But this actually was a really good game. That and I like seeing Taylor use the shotguns :3.
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i really would like there were an undo buttom.... i had commited to much mistakes and always got in my mind....''there no undo buttom''!!, atleast 1 per game would be great :S...
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Just like Space Hulk, even to the point where sacrificing move speed for Overwatch is SOOO worth it. Keep it up, I love it.
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Seems most of the challenges we're facing here could be solved by better IT. Who designed this space station so that closing a security door requires physical access to a terminal?
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Hexagon instead of square, a complex skill tree, movement and action independpent from each other, all of those make the strategy game become novelty. Some tips for getting gold or diamond medals: 1. doors in lv4 can be blocked by aliens, kill them before trying to close the doors; 2. explode aliens and glue aliens leave acid after being shoot, but no acid will appear if they are burnt by flamethrower or bombs. Also, bombs and fire can clear the acid. Walk on acid hurts less than 20hp, so the Lt. or any soldier with a shield program will not hurt by acid, but they still take damage if an explode alien explodes right before them; 3. doors in lv6 can crush aliens , so don't worry about aliens blocking the doors, but remember to activate the 2 panel in the same turn, and make sure no soldier pass the doors, a left behind will be counted otherwise; 4. in lv7, only 3 piles contain files: right-bottom, left-bottom, and left-up, the position will not change in any mode;
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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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I absolutely love the ability to just reset all of your abilities at once. I really, really do.
More games need this, as it allows you to change your entire mission strategy.
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This game is pretty good, but it got me thinking, I wonder if anybody's ever combined a game like this and Rebuild, making for a kind of commander/manager kind of system? I love the mechanics and I would't change a thing, but I think it'd be nice to also choose to take a bit of a backseat from the action. For instance, how do the comandos repair their suits? How do they manage their ammo? Where's this 'company' that I keep hearing about, are they defending their base of operations? I'd love to be 'in charge' of all that, telling troops to equip this and that, sending them here or there, while being slightly in control, being able to tell them their orders. OH also, collecting Intel, and being able to change my troops set up or 'mind set' with it, like 'set up a sniper position here' or 'ambush this corridor' or whatever... ya know? That, to me, would be a freaking fun game ^^
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As for those of you who didn't read one of the earlier in-game tips, the aliens use the ventilation system to move about the colony, and will constantly spawn new ones inside there to replace the ones you kill. If they didn't, it would be far to easy to just sit still and kill everything as it came to you, then complete whatever mission objectives you have.
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Really good tactics game. Global tips: movement is far more important than defense. Best defense is let the aliens move to you - they are faster so use that against them. Check their attack range before you move your troops and remember exploding aliens have an extra hex of range. Going into alert mode with any trooper generally means poor tactical choice in that round - try to set a plan that avoids using it. Farro is sometimes okay because of sentinel, but his flamer is too valuable to restrict once the exploding aliens show up. Taylor's sprint should be used liberally, save Blake movement buff for emergencies. Woods' powers almost useless except accuracy buff if you know you'll have a tough shot that round. Mag mines are the best chokepoint defender - fire and forget that corridor for up to 3 turns! Never ever leave any soldier near a vent.
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One time I had Farro on alert state with no ammo, and when I hovered over the end turn button... the game actually reminded me to reload his ammo! So awesome and likely saved my butt.
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"Undo last action" would be nice... since everything is deterministic it won't impact anything, but accidentally flamethrowering half my team while trying to de-select the weapon, 45 minutes into a mission, does get annoying
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@treecat: For Mission 5 (Normal Mode/Challenge 1), Taylor is not the bottleneck. Pierce is, as he is the one who -has- to reach the drainage pumps control panel. You can go with e.g. Taylor to the switch in the upper area. It's possible to kill all 'dangerous' aliens at once here, so that you don't have to use alert mode at first - and Taylor will reach that switch in turn 4. No sprint skill needed. Meanwhile with Farro and another one, like Woods, you can protect Pierce on the way to the drainage pumps on the right. (With the last one of the team, e.g. Blake, I usually go right too, but far right, so that I can kill the alien that sometimes hides behind the wall.) Again, it's possible to go without alert mode, until you're standing in front of the entrance to the drainage pumps with that team in turn 4 as well. Pierce will go through the door in turn 6. And if you took the best route, then he just needs one step in turn 7 for reaching his switch/goal.
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This game so far has been lots of fun, however, I have one minor issue. That is that, in an alien turn, if you have guys next to some of the vents in 'aware' mode or whatever it's called, the game will simply keep spawning more and more aliens in the same turn until either your men run out of ammo and don't kill them, or they all spawn in other locations. At least, it seems that way.
As an example, in level 5 I think, where you split your team up, the map is too small, and I had about 10-20 enemy kills all during their turn for 2-3 turns in a row, and they just kept spawning
In other words, it seems like there's a requirement in the code that there be a certain number of aliens on the map at the start of every player turn, rather than, for example, a number of spawns every turn.
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Fun game, but desperately needs an undo feature so you don't have to start the whole level over if you mismove one unit.
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Regarding levels: Max level is 41, kinda. (The game says you need 60 million XP for the level after that.) Though only 75 skill points are necessary for everything. Which means, with level 36 (=70 skill points) you will have max upgrades. Provided that you have 5 or 6 additional skill points from badges. Level 36 is reached with 53770 XP (the level up from 35 to 36 alone needs 3260 XP).
@BloodySwords and others who can't save - a solution for Firefox (which is bugged in the last versions) is there: https://www.kongregate.com/forums/1/topics/1783434
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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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Lieutenant: There's too many lifeforms around you! You need to leave! Taylor: Meh, I think I can handle it. ... annnnnd thats how I failed the tutorial level.
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Being able to undo just your last command/move would be incredibly helpful. I can't even count the times I've moved by accident, or clicked the wrong hex.
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i friggin hate slime on the ground!!!!! grrrraaahhhhh!!!!!! just when u think it will disappear, another explosive alien will hop on over and leave some more =( And i hate how the aliens ALWAYS spawn even without an echo anywhere near the grate it came out of
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Ugh, I made it all the way through normal mode thinking that the Shield program was useless, not realizing it's an express ticket through those dang acid puddles
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Through the miracle of science the final boss did exactly 110 damage to my troops by my 8th turn. Farro was Shield Boosted, but you better believe I clenched on every step as he crawled through acid with his flamethrower. Each hexagonal tile was a different god I prayed to for mercy.
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The rewards for the gold & diamond challenges are a bit low / non-unique, you can get about the same xp by replaying missions with all skill points spent - though I wouldn't change the rewards now unless you could make it retroactive for all players (since some already completed them).
There's a possible glitch when a trooper dies, they can leave behind 0 magazine (as shown in the mouseover (if he had none when he died)), but another trooper can pick 1 magazine up. I would leave that in (maybe fix the mouseover) as a feature, because in the situation where your troopers are dying from lack of ammo, you need the ammo anyway to continue playing. I think of it as scavenging his half-used or hastily put away magazines.
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New version :
- corrected a few typos. Don't hesitate to tell us if you see some, we'll be more than happy to fix them.
- in the upgrades page, the number of skill points is more visible
- the number of HP now updates correctly in the interface bar when troopers regain HP thanks to Blake's regeneration program.
- new shortcut : X to end the turn. Use it carefully because you won't have the warnings displayed when you roll over the next turn button.
- Kong api implemented
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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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Your first flash game? I would call this an impressive title even from a veteran flash game maker. Favorited and 5-starred. Well done!
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The impossible badge is doable. It needs a lot of time and tactical thinking though. Apart from Storm Alligator’s walkthroughs that you will find on YouTube, you will also find very useful tips on how to beat this game in the following forum page here on Kong: http://www.kongregate.com/forums/3-general-gaming/topics/242329-mission-in-space-the-lost-colony-strategy-guide
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I LOVE this game! And I usually hate turn based games! Everything just fits together so well. Alert mode gives you an advantage and a disadvantage, but if you don't use it you could die, but if you have little ammo then it could be useless, so the choices you make are life and death. This game is actually my style, even though it's not the game-type I prefer, I'm just so addicted! Nice job!
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So I figured out what my problem was, I needed to update my flash player, I was still on an older version. Flash updated, game works now.
It's pretty silly that people down-rated my last comment just because i was having an issue they weren't. I mean, I wasn't shitting on the game I was just looking for help.
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Engineer 1: I reviewed your schematics for the colony. What the ^%#$ are you doing placing the control panels all over the place!? The cost of this facility is going to skyrocket! Either your getting kickbacks from the contractor, or you're a xenomorph building a hellish dungeon to trap our employees!
Engineer 2: Yes! I'm getting paid by the contractor. That's what it is. ...Xenomorph! Hah! What's gotten into that brain of yours? That delicious, delicious brain.