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This game is very good, but a few silly things keep it from reaching it's full potential. Enemies are too few and weak, machine gun is all you need, and there's no ammo issue, never need to pick up a single ammo box or ammo upgrade. basically the game's too easy, oh wait, it's NOT, because to get the medals you have to beat the turn clock. Now the game basically become an obstacle course instead of defeating an alien invasion. The medal requiremenst make hp and heal upgrades pointless. Flamer and bombs are basically puddle cleaners, shotgun, the highest damage weapon in the game, is useless since it doesn't clean puddles.
I wish the game become more about using your squad strategically to kill an overwhelming amount of aliens, where you need to find more ammo, and hp and heals are necessary to survive.
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The only issue with a undo button is then you have the ability to scout and undo the move. But I agree... I can't tell you how many times I accidentally block my own guys just because I didn't think about the order to move them.
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diamond challenges are funny. they are comin from everywhere in great numbers. wonderin how the "problematic" levels will run with that. all gold, 4 diamond so far. Seems like special weaps for taylor/farro are strongly recommended
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"Great job guys, you restarted the drainage system." VICTORY *team is out of ammo and surrounded by hordes of aliens on all sides, only 1 squadmate is in the elevator...*
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Hey, if you let Taylor pick up all the ammo, her speed can help her distribute it among all your allies. Just a little tip, not sure if it works. Try it if you want.
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@Novocode: Yea, the difficulty really ramps up in this game, lv 9 whooped me the first couple tries. My approach goes like this: Play highest level I've reached, get slaughtered mercilessly, go back and go for gold on lower level, re-configure and/or add new upgrades, try higher level again. Blake (Medic) is handy when he's fully upped, Pierce (Techie) slightly less so because he still has limited bombs/magnetic blocks.
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Okay, so I just tried level 9. That was an impossible level. The sheer amount of aliens that poured out, plus with the lack of available ammo, I was able to get the receiver to the first location, but ran out of ammo right afterwards. Plus the glue alien dying right on top of the elevator entrance as soon as you open the doors? Really? Either I'll need to find the other elevators and try that or I'll have to look through the walkthrough (which I try not to first go around) just to see how its done.
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the explosive alien is bullshit! make the explosion be an actual explosion and remove that acid crap, level 6 is impossible because the ground ends up completely covered with that and beckett dies.
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the soundtrack just kicked into overdrive on the 6th mission! nice. Well done game so far guys; def channeling some x-com, which I adore, but I like the huge amount of blood spewing aliens you toss at the player. 5/5, well done
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lol didn't know there was friendly fire alein between taylor and farro. taylor fires alien and farro die woods is like wtf!
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Love the game. However, I have missed many a diamond simply because a troop walked over a puddle that he could have avoided using the same number of hexagons. Please either (1) create an undo button, in the event that a troop unintelligently steps on a puddle (that again he really could've avoided) so that I can then micromanage each step without having to redo the entire scenario (which is entirely frustrating when it really is done perfectly except for a stupid avoidable misstep) or (2) make the troops intelligent to know to avoid the puddles unless I micromanage them to proceed through a puddle. This circumstance is a silly point for casual gamers, but its infuriating when you click on a hexagon and have your troop choose the path to get there that goes through a puddle rather than the obvious one that doesn't.
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here's a typo, first speech balloon in mission 7 : xenomporph
This is your first flash game?? Considering the size limitations of flash games, my insatiable appetite for a worthy successor to X-Com is nearly satisfied. Congratulations!
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This is a very good game. I hope to see an even larger-scale one, perhaps on the level of the original X-COM games. Mega kudos to the developers. I hope Kongregate adds badges.
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There sure are a lot of elevators. And each one only connects 2 floors, or the game would be so much easier. (We need to access the elevato.... We came up here in an elevator, didn't we?)
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There are still major performance problems, unit selection, moving, map scrolling, etc. Basically anything that has to do with user input, though simple buttons seem to work okay.
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omfg... this game is trolling me. "Yay, I activated both doors in 9 turns, a diamond medal is mine!"
*closing doors squish one of my guys to death* "ffffuuuuuuu...." :D
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Working my way through the diamond badges, this game is great. Best thing I've played so far in 2012, on any platform. 5/5
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I really like the feel of this game and how each character has a unique tree. The alert system I think is done well and it amps up the intensity as one guy is slowing fighting his way to the exit and the others are moving toward objectives. Very well done. I hope to see more!
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Small tip: the medic's "shield program" upgrade protects soldiers from 20 points of damage. This is especially useful for crossing goo without getting hurt. Pretty much essential for getting those diamond medals, due to not having to wait for the goo to disappear and taking too many turns.
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In the first mission of chapter C, if you drop the Receiver in the elevator to then pick up from above, you can't. It get stuck and you can't even access the elevator hex.
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Just finished the game, simply amazing, x-com back again. I would like an undo button, how about having it available only three times per mission. This way, no abuses of explore/undo, for those you could be tempted. And if you miss click more than three times a mission, Man! you have bigger problems to deal with before playing this game.
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I like the Ravensvoice solution for the mis-clicking. Also you have to consider the fog of war component. If you're allowed to undo how do you un-see?
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Found a small typo: The pump-action shotgun's description (when you hover over the skill in-game) says "X damage splitted between the targets...". It should just be "X damage split between the targets..."