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Reviews for "Galaxy Siege 3"

Hi !
Nice game but I'd say this : TOO many levels !
Reduce the number of levels by half but make more interesting levels (like different paths to the Boss)
Also, for upgrade choosing (after Boss) you should have only one validation button and make player choose with by selecting it first (some people got confused, thought the game gave them the wrong upgrade).
I played only Lasers + 2 stars Reinforcement x3 and got bored cleaning levels after levels the same way :/ (plus seeing the looooooong list of levels is kind of discouraging :x)

equip massive lasers to get a free win.
2 call and 2 bomb 2 instant kill the boss

I like the music, graphic and game play, however this game is lack of skill, there is no point to use short range weapon since enemies often charge you quickly.

Not as good as previous versions. This one seems far too drawn out. the new features are all well and good, but the game play has suffered and I found after completing about 6 bosses that I was frustrated by the lack of space to upgrade the ship and the grind to get new squares.

I love these kind of games and although the menus weren't very easy to use The mechanics were really fun. Adding boss health bars, the ability to assign triggerable mods to keystrokes, and larger (wider) more diverse levels would make it better but as it is it's great.

I did end up finding an arrangement that worked for every single level, only occasionally needing mods to add damage. basically four two star calls for reinforcements for bosses. I also managed to crash it doing just that, everything disappeared except the background on gakurar danger lvl29.

Also some bosses will stop doing melee attacks if you charge straight into them.

I'm a big fan of the series, and I enjoyed this release too, but...

There are still a few bugs & glitches, for instance the lab components collected on the battlefield gave me the wrong ingredients back in the lab (blue was inverted with yellow) and choosing one upgrade sometimes gave me the other, back in the store.

The glitches compound a balance issue, in that the lab products give disappointing weapons (no enough ingredients spawn on the battlefield to make it worth grinding for hand-made guns) and it is possible to box yourself in a no-win situation if you chose the wrong upgrades, early on.

In the mid-range levels, it is possible to have levelled up some elements (by neglecting others) in such a way as to have an OP'ed ship, taking out the challenge of designing for a level's specific threats, and making sailing through levels sort of grind-ish.

Meanwhile, you get so many diamond crystals as opposed to the other pickups that converting you whole collection to new or improved components is never much of an issue.

So, the crucial decisions to make happen during the learning curve, as you try to suss out what has changed from releases 1 & 2 of the series. Past this hump, resource management & ship design become trivial tasks.

So, 3 stars for continuing the series, 1/2 for having changed up the mechanics a bit, and another 1/2 in good faith that you will work at putting the challenges back into ship designs & resource gathering (perhaps adding a few more side missions that make weapon choice & placement crucial again, & yield a few extra lab ingredients, or wacky alien components like a grappling hook, a repulser ray or a magnetic boomerang thing. Make us maneuver & burn fuel to use them!