Apple Arcade - Spaceland (2019) [+]
Mar 14 2022
Spaceland is a science fiction turn-based tactical combat game. In each of the 28 solo campaign levels you control one to four characters (usually two or three and you can usually choose one or two of them: these are set characters for the campaign and often the campaign story requires one to all characters to be set). Each scenario has a goal (with intermediate goals so always know what to do) and once you're done you hit the exit squares. Rewards are based on getting all characters out, finishing in a set number of turns, and finding a secret item present in every scenario. Sometimes you can't get all the rewards in one run but you can restart and the scenario plays exactly the same.
It's an I-GO-U-GO system. On your turn you can maneuver characters in any order and switch back and forth. Each character has action points, usually six. Moving a square is one AP, shooting a weapon is usually three AP, activating a special action is one or two AP. Offensively you can shoot your main weapon, use your backup weapon (unlimited shots or uses), or use a special item like a grenade or dynamite. Every character has their own set of weapons and abilities and you can't customize that.
Defensively there is cover to hide behind and doorways to duck through. Combatants take more damage from the side and back so getting a crossfire is good but generally impractically long. Sometimes you have to take your lumps rushing up then run behind an opponent to shoot them in the back. Scenarios have ammo boxes and healing kits scattered around.
You get two rewards: coins used to upgrade gear and circuits used to upgrade abilities. Coins you're always getting so eventually you can max out your gear. Circuits you only get once -- rerunning a scenario you can get coins but not any circuits you've already earned. Each character has two abilities which can be advanced two levels and once you have both abilities maxed there is an additional extra bonus you can buy. But with the lack of circuits you're only going to max half the characters (actually a bit of a lie, there are daily scenarios which also reward circuits so doing all of those and other dailies you buy with coins you can max out all characters; kind of useful if you rerun the campaign at a higher level).
Light tactics and each scenario is about half an hour. A long solo campaign. A co-op campaign which requires pairing with a random player or a friend. Last week a bonus short solo campaign (with extra dailies) came out. This is an entertaining game that will keep you occupied for a few weeks (or an intense night or two).
It's an I-GO-U-GO system. On your turn you can maneuver characters in any order and switch back and forth. Each character has action points, usually six. Moving a square is one AP, shooting a weapon is usually three AP, activating a special action is one or two AP. Offensively you can shoot your main weapon, use your backup weapon (unlimited shots or uses), or use a special item like a grenade or dynamite. Every character has their own set of weapons and abilities and you can't customize that.
- Jim - rookie space ranger and maybe closest to an all around warrior. Combat rifle with sword, run ability which makes him a great scout.
- Barret - Jim's ranger mentor. Shotgun and pistol and has grenades.
- Marcus - marine in combat armor. Gatling gun and pistol. Slow but can teleport a couple of times and has a limited use force shield.
- Terra - marine tech. Plasma rifle and pistol and a healing ability.
- Torvald - miner. Grenade launcher and pistol. Less action points but has a stim pack that can give him more AP in a pinch.
- Ortega - marine sniper. Sniper rifle and sword and can teleport.
- Gordon - scientist. Blaster and pistol. Can give ammo and AP to allies.
Defensively there is cover to hide behind and doorways to duck through. Combatants take more damage from the side and back so getting a crossfire is good but generally impractically long. Sometimes you have to take your lumps rushing up then run behind an opponent to shoot them in the back. Scenarios have ammo boxes and healing kits scattered around.
You get two rewards: coins used to upgrade gear and circuits used to upgrade abilities. Coins you're always getting so eventually you can max out your gear. Circuits you only get once -- rerunning a scenario you can get coins but not any circuits you've already earned. Each character has two abilities which can be advanced two levels and once you have both abilities maxed there is an additional extra bonus you can buy. But with the lack of circuits you're only going to max half the characters (actually a bit of a lie, there are daily scenarios which also reward circuits so doing all of those and other dailies you buy with coins you can max out all characters; kind of useful if you rerun the campaign at a higher level).
Light tactics and each scenario is about half an hour. A long solo campaign. A co-op campaign which requires pairing with a random player or a friend. Last week a bonus short solo campaign (with extra dailies) came out. This is an entertaining game that will keep you occupied for a few weeks (or an intense night or two).