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3d turn-based tactical squad game with RPG elements.
Remake of the famous epic game "Incubation".
The sophisticated levels, different enemies, many types of weapons and upgrades.
. 12 big levels
. 6 weapons
. 5 enemies
. 10 skills
i played it for a while, had some great game by hte way, but suddently it hit me and i yelled "SPACEHULK!" and after that i went and played spacehulk with my brother :D
Great game no doubt but needs tweeked for a sequel
Wonderful game, great graphics, excellent camera views, and tactical battlefields. I had a lot of fun playing this one. Know that you have a real winner going on here, regardless of these suggestions for a sequel and yes, everyone into these kinda games will want one!
-More weapons, characters, skills, monsters, levels, items, yada yada yada...
-More interfaced levels with unflat ground and different scenes. Really liked the movable platform level. Shape is a factor too. Remember, think outside the box.
-Character progression was too easy, but works with the short game. Longer game; longer character progression.
-Group together the entrances of monsters, sometimes the camera went back and forth between the double entries of monsters rather than letting both come out of the same hole. Could be faster too with the monsters popping out. The last level was a little monotonous if you picked just one side.
-Some squares turned yellow with no target. I'm thinking because a character with a gun other than the grenade launcher was targeting the huge monster without being able to shoot it.
With all that being said, excellent job on this and I hope you make another one to kill time with.
excellent! comme l'a dit Deathwishez, ENCORE!
No complaints. Encore, encore!
simple awsome :)
you sir have made a great tactical game in a day and age where even the big dawgs can't even get the simpliest of tactics down. with that said, here is some pro's/con's i seen while playing this epic awsome game :)
pros: -awsome use of tactics and small squad tactics
- game looks and feels great and comforatable
- varity of guns was limited but each had its own use/weakness which made you have to plan ahead a little to make the best team
cons: -enemies are to easy to kill near the end
- assult rifle bayanet and grenade launcher makes the game to easy towards the end
-though some monsters have good ai, it seems to be only the long range mobs (i love how they will keep cover and let the zerglings go first to waste your ammo)
suggestions: - maybe a difficulty lvl setting, normal as it is.. and maybe a hard where mobs have more hp, more farther and so on.
- a line of command for the mobs, ea: a overlord that boosts the zerglings movement rate/damage. or improved bug alien ( 1 you can only kill from behind ) that can move farther and effectly shield wall push
- different vents that spawn more or different mobs
-greande launcher needs big nerf, 2 easy after you get this baby. maybe make it miss alot on faster mobs and not so much on mobs that barely move. lower splash damage to maybe a few points. also, i was thinking if it knocked the mobs around some would add some tension to it. EA: hit mob A in the middle of a group, mob B is pushed closer to your team by 2 blocks via concussion. more tactical room for error
-lastely the assult rife, love the idea of a melee meat shield. but have it miss some and maybe add a melee accuracy/damage stat to tech marines into the meat shield.
last thought, by no means am i saying this is bad. i freakin love it love it love it. very sad to see it end, with a little adjustments and i can see this being open market. and my god, multy player could be insane!! :)
sorry for the wall of text, i usually don't type so much. that just shows how awsome this game is :)
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