Keslen's Comments

Game Comments
Play Slider and Skip Slider and Skip May. 12, 2013
Rooms where a green block exists feel awkward. A better system of control would have been allowing the keyboard (probably with the space bar) to control the gravity - turning it off when it's held down while allowing it to pull stuff down when it's released.
Developer response from Marioguy5

I see what you mean. I think I might add that option in.

Play Take Bear Bro Back Home Take Bear Bro Back Home May. 09, 2013
This game is in desperate need of a speed up button. Additionally, basing the score on the time taken when you have no direct control over the in game avatar is a sub-par way to measure skill. It would also be very appreciated if you could figure out a way to bypass the lengthy loading screens.
Play Root Collector Root Collector May. 09, 2013
The clue offered is not nearly connected enough to the needed result to allow an approach more advanced than trial and error. A lot more direction is needed for this to become worth playing.
Play Ghostly Me Ghostly Me May. 09, 2013
This game is a lot of fun - I really enjoy the mechanic of the trail you leave behind destroying projectiles. The boss has *way* too much health to provide an enjoyable experience, though.
Play Ten Levels Ten Levels Apr. 29, 2013
This game could be quite awesome if it allowed the player to continue from their current level upon death. The way that it is (forcing a restart from level one upon any minor mistake), it becomes more of a source of frustration than anything else - quite a poor quality for anything designed to entertain, in my opinion.
Developer response from rujo

I know about this.. but the game is strongly based (in graphics, sound and gameplay) on classic arcade games. In those game it was normal to start back from the beginning when you died. Maybe I'll consider some changes as the competition ends. thank you for the feedback!

Play flee the inevitable -- ALPHA flee the inevitable -- ALPHA Apr. 29, 2013
The lack of any (perceivable) end condition renders this game an exercise in futility. Why on earth should I bother to engage in a fictional experience designed to have no fixed end point? I get plenty enough of that in my real life and I look to games to escape that. If you were to put some kind of a progress bar into this game and included a tangible, relevant ending, this game would have a shot at being a solid 3/5. As it is, it's quite squarely in the category that makes me wish Kongregate had a 0/5 option.
Developer response from ZelconGames

Thanks for the feedback. Did you read the description? And I agree with you, if this were any kind of serious project, I would have done so.

Play Castaway 2 Castaway 2 Apr. 28, 2013
This game has a really aggravating tendency to inform me that my attacks have missed despite the fact that my weapon has very clearly passed right through the enemy. A miss is when I swing my sword and the enemy is no where nearby. If I swing my sword over an enemy and it does no damage, that's (at best) a bug in the game.
Play Epic War 5 Epic War 5 Apr. 09, 2013
I find myself on the hunt for something to occupy my time with whilst this game is running. I cannot think of a more damning criticism to offer something that is (hopefully) designed to engage and amuse me.
Play Cloudstone Cloudstone Apr. 03, 2013
When is the Arcane Rift going to be fixed? It still shows nothing but "Loading..." and an unresponsive "Choose A Floor" button. It is extremely frustrating to have a Kongregate badge based on a non-functioning feature.
Play Sword & Magic Sword & Magic Apr. 03, 2013
A reduction in the power of Dagger Mastery quite possibly could have been necessary (I couldn't bring myself to care enough to do a proper analysis of it). However, a proper reduction would have come in the form of lowering the Dex bonus (possibly transferring the bonus to a different statistic). Removing it all together is causing a substantially larger problem than it solves by making the skill so underpowered compared to its counterparts.
Play CrateRun CrateRun Apr. 02, 2013
Jumping feels very awkward - my avatar keeps moving forward even after I stop pressing the movement key while my jump is active. Additionally, the lack of any graphical distinction between normal platforms and ones that crumble when you touch them is very annoying.
Developer response from erase_dot_begin

It was deliberate decision to hide crumbling blocks. Some levels are dependent on normal and crumbling blocks being indistinguishable. As well as inertia. Those things make game harder to play and makes you think before you jump. Which is nice thing for a hardcore platformer, amirite? ;)

Play Rotation Experiment Rotation Experiment Mar. 26, 2013
A can tell there's a really awesome game hiding in here, but it's way too rough around the edges for me to dig for it. A button press rather than click to remove help messages, move the screen (maybe zoom out instead?), restart the level and continue to next would help. Also, the controls feel awkward - I'd much rather use the arrows to move and WASD to rotate. Also, a little more control in the air is needed - I get why you have to fall all the way to the ground after a rotation, but if I jump off the ground it would feel a whole lot better if I could change my direction in mid air.
Play Cloudstone Cloudstone Mar. 24, 2013
When a challenge is listed with a "suggested level" of 25, it probably shouldn't be easily accomplished by a level 13. Additionally, the reward for that challenge should probably be something that that level 13 character hasn't already improved upon (in reference to the Forest Clearing gauntlet challenge).
Play Sword & Magic Sword & Magic Mar. 21, 2013
Poison is a horrendously overpowered mechanic. The monsters are dealing 20 (50 if they're lucky) damage to me and then a poison ability comes along and hits me for over 100 followed by 65ish every turn after that. My low magic defense compared to physical explains the 100 adequately, but that 65ish needs to be cut and cut hard to avoid imbalance.
Play Prince Mystery Star Prince Mystery Star Mar. 20, 2013
I had a lot of fun while I was playing this game - the graphics/sound are cute and have a wonderful feel to them, the gameplay is simple, but engaging (although the timers could definitely stand to be a bit more forgiving). Unfortunately, the fact that I get forced back to the title screen after a certain number of deaths combined with the fact that I cannot continue from where I left off progress wise causes me to be far less likely to play again. If some kind of a save system were implemented, this would be a real gem.
Play Sword & Magic Sword & Magic Mar. 19, 2013
A way to select which enemy to target in battle would be nice. Also, the ability to use one of my skills for my first attack would be appreciated.
Play FPS-MAN FPS-MAN Mar. 13, 2013
The addition of the hard badge (to earn 25,000 points) has caused me to lower my rating from 4/5 to 2/5. I greatly enjoyed myself playing through this game before badges were added and found myself involuntarily cheering after I finally managed to collect that last dot - I felt a genuine sense of accomplishment and that is something any game should be proud to be able to deliver. However, upon my first attempt to earn the hard badge, I learned a hard truth - this game never changes. The layout and ghost behaviour is completely indistinguishable from one level to the next and the smallest mistake (often one you cannot reasonably prevent) is enough to send you all the way back to the beginning. These are hallmarks of incredibly poor game design and it is unfortunate that such a turd was hiding so closely under the surface of the surface awesomeness present here.
Play Clash of the Dragons Clash of the Dragons Mar. 12, 2013
This game is absolutely plagued with bugs masquerading as features (my attacks depleting my own cards, equipment not increasing stats (unless they are "used" in battle), my attributes lowering in battle to the point where I'm doing no damage. This is all mere icing on the cake of the absurd concept that the primary combat should be RNG based (in the cards I happen to acquire and those that I happen to draw). An unlucky run can destroy the best of players against the worst of opponents and that's not even accounting for the absurd bugs the designers let through thinking they were features.
Play Kolobok: magic mushrooms Kolobok: magic mushrooms Mar. 12, 2013
This is an incredibly fun game - I'm enjoying it a lot, but basing the stars awarded on time taken instead of moves executed is a massive detriment. Still, that being said - I'm enjoying the challenge presented by this game.
Play Turnament Turnament Mar. 10, 2013
The inability to wait for a turn is a massive detriment to this game and the strategy involved.