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Reviews for "Wasted Colony"

Fun game but it's really buggy. I get stuck on blank map screens way too much and my resources aren't correct (I'll have 50 electricity but cant build a new room).

It's ok just fix it so we can pick the diff and place the safe house. It's nuts they just kept coming and cause of that I lost alot.

It was fun and all, but very frustrating. I ended up losing the game with 10 people? I have no idea what happened.

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

Interesting Game, with similar mechanics to Rebuild.

I was playing Pillow City, and I enjoyed it, so I looked into your backlog of games and found that most of the graphics from Pillow City came from this game, so I thought it might be worth checking out.

Like the zombie game Rebuild, it requires you to manage your resources very carefully, considering whether you can recruit more survivors and support the increase in population in a sustainable manner. A new mechanic is the Mood (Which is generated only through recruiting new survivors or the entertainment room)

This game is much, much more difficult than Rebuild because of several mechanics.

RAIDS
The Raids (similar to Hordes from Rebuild) are NEVER seen coming. In Rebuild, an approaching Horde is clearly visible, and thus a player can prepare accordingly. This game autosaves, and if you can be easily trapped in an unwinnable situation if all your survivors are out on the day of the raid. The game tries to alleviate this situation by reloading the previous day... and this leads to another problem.

CANNOT ABANDON MISSIONS
In Rebuild, if in a pinch, you can order survivors to abandon any on-going mission to help hold the line when the base is under attack. In this game, even if you are to reload the game to a day before the Raid, if all survivors are out on a mission or building a room/floor, there is no way to prepare yourself for the Raid, forcing a New Game.

INVISIBLE DANGER LEVELS
There is always the danger of being attacked at any time. In Rebuild, danger level can be detected via looking at the number of zombies surrounding the base (it is very visible) and in Rebuild 2, the danger level of a city tile is shown in 3 different color (Green for low danger, Red for massive amount of zombies). Thinning out the zombies by sending survivors to clear out city tiles is a viable tactic, to lessen the danger when a Horde inevitably attacks the base (or just to reduce the danger of random daily attacks)

In this game, you can also eliminate in nearby buildings (and they are never replenished, it seems). But the danger level seems completely sporadic. The number of zombies attacking you according to the Mission Summary after having your base attacked NEVER indicates how dangerous a Raid is (It can be 5 zombies attacking, but with a 100% Danger level with only 5 Guards defending). This on top of unpredictable Raids, makes preparing well NEARLY impossible. Keeping survivors home to prepare for it is almost a non-option, since food goes down very quickly in this game, with no easy way to recover it outside of scavenging! The Kitchen, which produces food at your base, only becomes available a little late into the game! And only if you assign survivors to make food, sacrificing defensive power and ability to scout, scavenge and recruit)

This game relies too heavily on luck for you to succeed, but still, most of the mechanics are strokes of brilliance, and is pretty unique even if placed next to Rebuild. If this was tweaked a bit more, I'm sure a lot more people would enjoy it!

I recommend making Raids telegraphed (like seen approaching the base) and allowing the Survivors to abandon their missions in a pinch. Those two are the main issue, and should make the rest of the game more enjoyable. Of course, that's a bit of a moot point now, but still something to consider if you plan to make a similar game (or a sequel, not spin-off like Pillow City)

I look forward to your next work!