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Reviews for "Shattered Colony"

Semi-Pro Tip

DON'T PANIC

I've learned some tricks of the trade through process of elimination as well as serendipitous moments. The map I used for my experiments was San Zombisco.

Do it nice and slow for the 'heavier' maps. Mr. Zed isn't in a hurry and neither should you.

LEARN TO USE THE SHORTCUTS. duerig put it there for a reason. He also made a Zombiepedia for Jebus' sake.

Esc = Menu (also pauses the game)
Space Bar = Pauses and Continues the countdown
D = Depot
S = Sniper
A = Sniper fires into the air to attract zeds
F = Orders sniper to cease fire or fire at will
W = Workshop
B = Barricade
Del = Retreat
V = Displays all the snipers's range and Field of Fire (FoF)

Standing zeds will only attack when you make noise.

'Leftover' zeds from a wave happen only if there isn't a target within (audio) range.

Sniper posts should have overlapping FOF to cover each other. If their range is far enough, you won't have to bother with barricades.

Abandon Workshops if there is an overrun threat and there is no sniper cover. You can always go back to it when it's safer.

To avoid the survivors bunching up in one depot, increase the Survivor Quota (SQ) on surrounding depots to spread them out.

Find as many survivors as you can. The more people on a nest (11), the better (1 sniper 10 spotters). Always MAX out the SQ on the sniper posts - less rounds wasted means more in the skulls of the zeds who want to ruin you day.

Try to lure the zeds in buildings out BEFORE the timer hits zero. Unless you have a sniper battery of at least 6 and 30-plank strong barricades, you will not survive multiple 'Red' buildings and a wave.

Save your game after every wave you've survived successfully. It's there for a reason

NEVER destroy your facilities when you advance. You will need a good fallback line when shit hits the fan up front. This is from painful personal experience.

IF you follow these, the issues of supply lines and survivors congregating in one depot will be minimal.

NOTE:
If however you feel cocky enough, play it with the sudden death mentality. Don't save your game.Destroy and scavenge your rear lines and put all you've got on the front lines. If they break through, that's the end of it.

You can always go back to your most recent save... Pussy.

TL; DR? Then stop whining.

Good'n

It was a little slow paced, and sometimes it just seemed like my survivors just refused to do work, but overall it's very nice.

Lots of potential

I fell like this was a very neat concept; it felt very new and it was pretty fun. As mentioned before, the tutorial lasts for quite a while, then you're just left in the dust so to speak. There was also a great deal of awkwardness involving the survivors and getting my resources where I needed them. If some of these glitches could be worked out, then this game would be a definitely 10/10!

You really need an intermediate stage

NIce game, although rather slow, but you need something between the training and that first stage. I had to redo it about 15 times, because anything you do beyond the first two resources sets off the whole map. If you shoot the zombie at the bottom you get attacked by all the zombies from the top and middle too, but there aren't enough resources to fight all of them off...

Maybe it is just me, but I found this more frustrating than fun...

Average

It started nice, decent concept, easy to learn, working gameplay, and what you expect from a zombie scenario.
But it kinda left there.
The game ultimately lacks challenge, not the challenge of actual difficulty, but of variation.
In fact, I was thinking I was still playing the tutorial until entering the last mission, and that mission was tough because of pathing.
Survivors seem to have the bad habit to clog up an unimportant depot somewhere and not ever leave it including nearly all the available resources until it is abandoned or destroyed, which I had to do several times to get them moving again.
When a lot of Survivors and Zombies are close together, pathing seems to go awry, with survivors not running away and zombies not really attacking for a while.
Also, while I'm aware this game is essentially a sort of tower defense, it didn't quzite work out in the end. It was too slow, the pathing sure did it's part there, and I would have really enjoyed it if I could just create a camp to train some people to empty a building without building a tower in front of it and then shooting.

Overall, a decent game, but it lacks a little on pathfinding and complexity;
I basically agree here with CrimZero. Well, adding too much will of course change the flavour of the game, so more is not always better, but less isn't as well.