r2d2go's Comments

Game Comments
Play Mark Of Darkness Mark Of Darkness Aug. 08, 2014
It would be really nice if you could have a keyboard-only config - something like an up and down aim key plus an attack key. For example, the setup I'd use would be wasd to move, space to shoot, up and down to aim, and enter to "enter". That way I can play much better on a laptop.
Play 1Quest 1Quest Aug. 05, 2014
Not a bad game, but I wouldn't call the campaign roguelike. You don't lose anything for death except the tiny bit of progress on the floor you were on.
Play Candy Thieves Candy Thieves Jul. 31, 2014
Not a bad game - I liked the way the cats grew bigger and acted as gears and such, thus adding a layer of complexity. However, I found the whole game pretty easy to figure out, but there were some levels that were frustrating not in thought but in execution (level 23 requires you to bounce perfectly off a cat and into a candy), or where a new aspect of physics or machinery forced me to replay the level just to understand it. Even worse was when the physics of the level just flat screwed me over, getting things stuck or having things drop. Not what you want in a puzzle game. It seems others are enjoying it, which is fine, but my experience reflects a 2/5 or 2.5/5 game.
Play Clout: The Game Clout: The Game Jul. 28, 2014
It seems people are having problems with getting on - I haven't, but I think I'll be emailing them anyway. Is it possible to petition or otherwise organize protest against this kind of thing? Or is the best any given person can do just send them emails? If they're not doing what you pay them to do, they're doing something illegal, and it's also inconsiderate and deceptive if they're trying to lie about it. I hope this issue can be resolved.
Developer response from delosford

apparently the problems have started up again. So feel free to email away.

Play Escape to Hell Escape to Hell Jul. 28, 2014
There's a few problems I have with this. The first is that the frantic pace of actual combat leads not to action but to surgical assassination - It's pretty obvious how vision is dictated, so I slowly walk into one enemy's sight with a charged hammer, kill them, and repeat twenty times. Sure, I could run in to get some action... and then immediately die, because armor isn't guaranteed. I recommend (for future games) making most enemies slower but more durable or more ranged, so that dealing with chargers remains interesting. The second problem is, as already stated, the upgrades are severely lacking. I would have enjoyed this more if every enemy was tanky, but upgrading my weapon multiplied the damage. You could also give me more durability (like making armor automatic), then make everyone rotate every second or two, so I can't be sure when I'm safe. That'd keep the pace, but not instantly murder me for it (and I get permanent upgrades).
Play Thing-Thing Arena 2 Thing-Thing Arena 2 Jul. 26, 2014
Pretty good for a game made in 2007.
Play Warlands Warlands Jul. 25, 2014
Spells are a bit broken, since the AI clumps everyone up and then they're all dead with a single lightning bolt.
Play Murloc RPG 2: Episode 1 Murloc RPG 2: Episode 1 Jul. 25, 2014
Tip: Play Scout, so you can get Pick Lock. It's basically like infinite, free skeleton keys. Then you'll have tons and tons of money and gear. You also get neat damage abilities and multiplicative damage combos, plus suppression, which is IMO the most amusing playstyle (after playing each class) and lets you beat the ridiculous frog at the end easily.
Play Running Fred Running Fred Jul. 24, 2014
Gotta say, kong's gotten a whole lot worse and a whole lot more moneygrubbing. I blame Gamestop takeover.
Play AI-Conflict AI-Conflict Jul. 22, 2014
Sadly, can't get past 94% loading. Seems like people find this game pretty good... I'll try again some time, but if it's a game specific problem you might want to have a look at it.
Play The Evening of the Son The Evening of the Son Jul. 20, 2014
Survival's not too hard - if you spend most of your time searching for food you get more water than you lose resting. If you actually progressed by traveling, this would be pretty solid.
Play Command & Control Command & Control Jul. 18, 2014
Seems trivially easy, even on hard. No one even gets close.
Play Royal Warfare Royal Warfare Jul. 13, 2014
This could be pretty fun - the first few games I enjoyed smashing enemy faces quite a bit. However, the incredibly crappy AI ruins the experience - no matter how good the strategy, it's not going to work if my units just can't do what I tell them to.
Play Cardinal Quest 2 Cardinal Quest 2 Jul. 12, 2014
Ewok: Games don't save - nothing carries from run to run except morale and the stuff you buy with it. And achievements, of course.
Play Cardinal Quest 2 Cardinal Quest 2 Jul. 12, 2014
Chaotic again - It is a very powerful stat, but I don't see why that's a problem. I'll take a Earthshaker over a Longsword, because despite the ~40% loss in hits per second and reduced fleeing/casting ability, it has 2.28 times the damage and +crit. If I'm a paladin, that means I initiate most combats with an average 20.5 damage strike. Of course, that's not the only example, but that's simply a direct rebuttal. A more overlying difficulty with changing the mechanic is simply the fact that it messes with a more inner working of the game, rather than simply editing a single number. Additionally, the balance of the game would be significantly and possibly overly effected, as it would weaken every class and also have a significantly greater effect on wizard and ranger. You'd need to test and re-balance, while avoiding making any badge too hard or too easy. All this in a difficulty-balanced game is questionable - accepting speed as a powerful stat seems easier.
Play Cardinal Quest 2 Cardinal Quest 2 Jul. 11, 2014
Chaotic - is there a reason you'd suggest this? I find that many players (including myself, for a majority of runs) don't keep track of the exact time between turns, and figuring out my exact positioning for pugilist or my running path for kiting would be more difficult if the skills displayed in time. As to simply changing skills to time based, I don't see a pressing need, and it would require Random to mess with the core mechanics as well as quite possibly rebalance the entire spell list. As a side note, I completely agree with Cana - I got the impossible badge in 25 hours total and ~6 hours of focused, while I was at 80 hours by the time I got the hard badge. Of course, I wasn't trying for the hard badge, but still.
Play Battalion Commander Battalion Commander Jul. 09, 2014
I think I would of had a lot more fun if your expansion only increased firepower, instead of making your very squishy allies spread out and promptly die to the shotgun-attacks of enemy bases. You can only bullet-hell dodge a very small amount of attacks - the rest is just trying to take out that target before it's undodgeable attack takes out half your team. It really detracts from the fun when there's attacks you can't really deal with that wipe out what you've been building for most of your run.
Play Cardinal Quest 2 Cardinal Quest 2 Jul. 08, 2014
Lebronze - Try Act 2 Pugilist, with Fightin' Shoes and possibly I Travel Light instead. If you clear each area quickly, you'll get the badge (I finished with 1040 gold and 137 kills at 37:20). ChaoticBrain - the issue with that (and many proposed changes) is that it would quite possibly unbalance the game. I cleared act 3 with Pacifist Paladin with ~150 enemies left alive, 350 gold, and a time of 19:14 - that was WITH taking my time to kill things in the last few floors, and that'd be 144152 points, without points for kills, and I wasn't even trying.
Play The Valley Rule The Valley Rule Jul. 07, 2014
Not playing this again just for the badge. Kongregate, don't give a game which doesn't record your victory, *and* has a frustrating, punishing and monotonous portion a badge of the day. It just ruins things for anyone who already beat the game.
Play Cardinal Quest 2 Cardinal Quest 2 Jul. 07, 2014
@ChaoticBrain - While the idea is good, there's a few problems with your proposal. Unfortunately, much of the game difficulty and balance comes from health as an (extremely) limited resource. I certainly wouldn't mind adding some health orb curve based on missing health and monsters fought, but guaranteed health orbs even at critical health would make it much easier. The HOP values could potentially help balance this, but due to the variety of enemies and enemy strength (swarm-types are usually more common early game, but there's the Spiders and Raptors which are mid/mid-late game swarms), which would need to be balanced. You're looking at a lot of playtesting and an overhaul of a system on a game with an impossible badge, making it even more dangerous. It's by no means an impossible task, and I'm sure more of a curved health orb drop rate will manifest, but it might not be practical under current mechanics, balance and circumstances.