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Galcon Labs is like a space-age game of Risk, only instead of different countries to take over, there are planets. When it comes down to it, Galcon Labs, like Risk, is a game of numbers.
The object of the game, in all modes, is to take over planets. Tap on one or more friendly planets to select them, then tap on either a neutral or enemy planet to send fleets there.
Players can determine what percentage of the fleet to send by tapping on the percentage modifier at the bottom of the screen. When the planet’s counter reaches zero, its ownership changes to that of the conquering fleet’s.
While players are sending their own fleets to conquer enemy planets, the enemy is doing the same. One tip I picked up while playing the game is to wait for the enemy to conquer neutral planets, so that each planet’s counter ticks down. That way, it takes less of my own fleet to conquer that one.
The game comes with five modes: Classic, Billiards, Stealth, Crash, and Assassin. Most of them are variations of capturing the planet with their own twists.
Classic is a good mode to start in because it teaches the basics of the game. After a few minutes, however, even the hardest difficulty on Classic proved to be too easy. For those who want more of a challenge, Crash and Stealth (where the numbers on the planets are hidden) are good choices.
The graphics and sound in Galcon Labs are both minimal and unobtrusive, if not a little bland. They fall into the category of trying to be hip and retro, but ending up seeming pretty generic.
The game is pleasant to play, but after figuring out the trick to winning most stages, it lost its charm for me. For $1, it’s worth picking up for a quick plane ride, but it doesn’t have enough staying power to last after about an hour of play.







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