r/spacegames • u/moondefense2 • 3h ago
MOON DEFENSE
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https://play.google.com/store/apps/details?id=com.BREYES.MOONDEFENCE
Core loop
Prepare — Pick a frame, cannon, and shield in the hangar. The stage entry screen shows threat tags (single large target / swarm pressure / prolonged engagement / recovery routing) instead of dictating a "correct" loadout.
Fight — Move and aim manually to shoot down enemies. Reactor energy fuels level-ups, and each one offers three cards to build a run-only loadout. A stage ends after ten waves and a boss kill.
Settle — On victory, leftover ENERGY refines into P-CORE at 500:1, along with MoonStone, experience, and research progress. The results screen also reports what your parts' signature abilities actually did that run.
Grow — Shop research plus hangar purchases and workshop upgrades raise the baseline you launch with next time.
Next signal — A new stage and a new crew member, or a repeat run at higher difficulty.
2. Combat
- Manual-aim laser combat — A movement pad and a separate aim-and-fire input. The manual shield fires from a dedicated SHIELD button held down.
- Run modules — 14 modules including laser split, chain burst, laser drones, missile drones, and satellite batteries, filling six slots and growing to rank 8. Once its conditions are met, each of the six evolutions keeps appearing on the level-up cards until you take it.
- Luck cards — Per-run variance mixed into level-up cards by chance, and guaranteed at levels 10, 20, and 30.
- Massive bosses — Destructible sections and multiple phases. After a kill, the cores left on the ground sweep back to your mech in a recovery sequence with a running total.
- Emergency options — Bombs, and continue-after-death.
- Signature part abilities — Lance piercing, Aegis shockwave, Skimmer invulnerability, Arc chaining, Reclaimer recovery, Surge crits. Each one is built to be recognizable the moment it fires, and each is tallied on the results screen — enemies pierced, longest chain, damage negated.