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Reviews for "Wasted Colony"

I really liked the concept and execution except that you just kind of have to feel your way through it. Desperately need a tutorial for this.

Very tricky... It's fun, but it has some problems... Okay, first, you shouldn't send out your people until you click "end day", because twice I sent out everyone for scavenging (food supply is low because I can't make a kitchen), then I noticed in the corner, "RAID!" Oh great. We're dead. Feels like a waste because I couldn't do anything. By doing this, you can take them in and out if you change your mind. Very important.

Another problem that should be fixed is the grammar. Just saying, you would sound a bit more professional if you use better grammar and spelling.

Also on my mind (now I'm getting this from Rebuild), I'm curious if adding zombie-killing missions would help, to make a zone temporarily safer. Not sure if anyone agrees.

I found that my friends are fairly likely to not return from a mission when there's low danger. I mean that three or four times in the short time I've been playing this, I've lost people when the mission had a 4% to 9% danger. Does this have to do with health? I guess that's what the next suggestion's for...

Tutorials. I figured it out, but lost most of my friends in the process, and reset. Don't forget pro-tips! You have to spend I good time thinking about these and skimming through reviews to know what common misunderstandings or mistakes tend to be made.

Those are the only things bothering me at the moment. If I come up with more, I'll PM you.

the game is fun but
its really hard and i randomly lose all my survivors

Its a shame. This game has SO much poteinal. But the punishing difficulty kills it.

This is basically, to put it lightly, a different version of Rebuild. If you want to play Rebuild without actually playing Rebuild, this is a half decent change of pace.

Whatever you do though, don't scout too far too soon, or danger to the fort will skyrocket. Start slow so your survivors can level up to handle the greater threats to come. Also, you have to build a workshop to build an entertainment room, and an entertainment room is required for a kitchen (be advised: kitchens are useless in the late game, you just have to scavenge left and right and you're set).

Traps are the key to keeping the fort safe most of the time (especially bear traps if you can afford them, but laser traps are even better), that way, you only need 1 guard until a raid comes, and can have everyone else doing something in the mean time. DO NOT respond to rescue requests (unless you're confident and have tons of guards on duty, which may not be the smartest thing), as frozz didn't give you a danger percentage of such missions.

As for rooms, you'll want up to three entertainment rooms, because mood is otherwise the hardest "resource" to get. You should arm the people working said rooms so you can switch them to guard duty in case everyone else is away when a raid comes. Storage rooms are also good so you can hold on to all the resources you are scavenging (although max storage goes up on its own after adding a floor, doing 1 turn after adding the new floor, and reloading the game, or at least it seems to happen). If you pick the Priest, the medical room is completely useless, and might be useless anyway with the other starting survivors.

Don't forget to scavenge a lot, that's how you get more weapons and armor, not just scrap and food. If you secure areas often through scavenging a lot, the game gets pretty easy (powerful weapons for everyone).

To win the game, you have to do a mission in the upper right most island. It will show a low danger level, but its a tough fight in disguise. You have to send your best guys in there 3 or 4 times, and you should kill the zombies and win the game eventually (they apparently don't regenerate the damage, and I'm not even sure you actually lose people on the mission, at least not the whole group).

In case you're wondering, these are the people you unlock after winning:

Singer (female): 0 for all weapons like the politician and 100 work. "Makes people happy."

Boxer: 100 melee, 0 with both gun types, 50 work. An alternate version of the fighter.

Chief (looks like a cow): 100 melee and work, 0 with both guns. "Able to cook."

They all "dislike commands," whatever that means, but this obviously isn't worth a replay after you win, so i don't care to find out.

P.S. There seems to be some glitch that if you leave the game after getting a generator, but you don't build a generator room and take a turn before leaving, then you can't build that generator room, so build that and spend a turn before leaving the game if you plan on finishing later.