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Jan 27, 2012 | 4:43 PM EST

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Challenge I 25 Points Get a gold medal on mission 5 with 0 skill points invested
Challenge II 25 Points Get a gold medal on mission 7 with only 2 skill points invested or less
Challenge III 25 Points Get a gold medal on mission 10 with only 10 skill points invested or less
Challenge IV 25 Points Get a diamond medal on mission 4 with only 20 skill points invested or less
Challenge V 50 Points Get a diamond medal on mission 8 with only 25 skill points invested or less
Savior of the colony 50 Points Finish mission 12 to get this medal !
Challenge VI 100 Points Get a diamond medal on mission 12 with only 30 skill points invested or less
Legion of Merit 100 Points Get 12 gold medals
Medal of Honor 100 Points Get 12 diamond medals

Author Comments

Mission in Space : the lost colony is a turn based tactical game in which you control up to 6 troopers and deliver a colony from an alien threat.

There's 12 different missions with various objectives, 40 upgrades, 18 badges, 2 difficulty settings.

HOW TO UNLOCK THE HARD MODE : complete mission 12.

All the missions can be won in gold the first time without the premium skills. Check out the video walkthroughs in the help menu to see how it's done !

We hope you'll enjoy the game !



Rated 4.5 / 5 stars

A nice game with a decent art style could be slightly improved,Overall a nice game


Rated 3.5 / 5 stars

For starters, you created a game system which I absolutely adore, and you almost got my full five from me. However, you then took it and made into a game specifically for you.

I'll start with what I did like. The ratios of MP and AP provided a very satisfying gameplay mechanic, but still limited you enough to make it a challenge. I liked how weapons were based on actual clip systems, you weren't controlling a buch of miniguns with infinite bullets. However, this also becomes a negative. I'll talk about that later. Another noteworthy component was the fact that each soldier got their own specific skill trees to level up in. This makes it so that you're not controlling a bunch of clones, each soldier had their own abilities that made them different. Again, this also makes for a point that is lacking. What I mainly loved was the fact that it was a turn based game. You can actually spend a few minutes deciding what you think the best course of action is. Real time strategy games should be saved for tower defense games. I liked the aliens, how they acted, and that little bit of variety makes you change up your gameplan at some points.

And now the part I'm sure you're dreading. At its core, this game is turn based strategy mixed with level based characterists. Normally, this would imply you have multiple ways to level up your team and there are different ways to tackle each mission. This is simply not the case here. You have designed you levels in such a way that there is only one way to complete the objective with points that actually get you rewards. At the moment, I am stuck on level 11. I have tried it multiple ways, splitting into two teams with different combinations, going in with different class set ups but they all failed. Having everyone stick together would probably work, but it would take a very long period of time, both in game and out. My main problem with the level is that you never have enough ammo. One group or the other would run out of ammo by the third or fourth switch and then I'd just get completely raped. And I hate the Leutenant. Because you need him to survive above all else and the fact that he's completely unaffected by Wood's shouts or Blake's nanomachines makes him to be more of an inconvenience, dead wieght to be carried around. I did eventually watch the walkthrough, and quite frankly I hate whoever played that run. They use a strategy that takes a coplmete left turn from what you learn earlier on in the game.

And the character skills themselves were unbalanced. Because he fires five shots instead of ten, Farro immediately becomes the most powerful character you have, and Sentinel just makes him all the more powerful. (Two reduction to MP when on alert state seems a little much) Farro didn't need the flamethrower. You should have given that to someone else and made his accuracy skills more worthwhile. Taylor seems fine to me, and Blake can help enough that he doesn't need more killing weapons. But Peirce and Woods are very subpar in battle. Wood's shouts don't offer as much help as you might think, and Pierce's bombs are extremely situational. And no, I don't plant the bomb down then immediately detinate so that I can get a single alian around the corner. These two are the most useless and really need something to beef em up in dealing with individual aliens.

And that is my rant. Unless I see some serious changes made, I don't think I'll want to be playing this anymore. Again, you could have had a really great game with lots of replayability, but you made it very one dimensional, and those of us who like different ways of dealing with situations have been put off.

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Rated 4 / 5 stars

Benn having a great time playing this game. The economy of the MP and AP are almost perfect. But because they're not, makes this a challenging game. And the different perks each character has balances out imbalances. and yet, having to divide them up makes for life or death decision making.

I encounter one major bug: The game froze on the elevator (four activation panel) mission. It froze such that i had to skip my turn (wasn't allowed to move my guys, or reload, and as a result i lost farro and the whole mission went to hell).

The explosive Xenos on that level are unrelenting! on alert status most guys can only move two squares at a time and ammo is barely available. Gotta admit. I'm leaning towards "almost too much."


Rated 4.5 / 5 stars

love ur game, it remind me to a good oldie named X-com, the game was feeling little easy til I reached lvl 9 and u unleashed hell on the squad. the learning curve bends a little too sudden but it is nevertheless a very enjoyably game.

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Rated 4 / 5 stars

The gameplay was very addictive, although everyone seems to complain about it being turn based, I found it to be quite pleasing. Everything was going good until the part where you had to pick up those devices and place them in certain spots in order to jam the signals of the enemies, I mean why does it require so much concentration just to hold a piece of equipment (alert mode disabled)? and why does it require so much effort to just to pick it up (3 AP) ? It's not like he's lugging a microwave oven around the building.

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