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Bonbon Monster

Play Bonbon Monster

Jul. 18, 2020

Rating: 1

This seems like a bug that let me get away with a bogus solution to level 27: I pushed the very top box right into the water, then the middle slime right, the bottom box right into the water, then the lower of the two remaining boxes right and up into the water. Then with the last box I pushed it up (into the second row) and straight right all the way to reach the chest. It seems like the topmost slime should have killed me when I walked by, but it didn’t. Maybe because I was pushing a box at the time?

Developer response from adgard

Ok, I will see on it. Thx

CubeWay

Play CubeWay

Dec. 11, 2019

Rating: 0

A few more levels look like they have multiple solutions but only one is considered correct. If I remember correctly level 9 was that way, maybe a couple of others I've seen so far, and 21 for sure was with the bottom "front" piece. Hopefully it's coded in such a way that you can make it algorithmically check for correctness instead of seeing if it matches the intended solution.

Developer response from 1PixelStudio

Thank you for your feedback. There seems to be some confusion in play. We will be applying it in future updates.

Gavin's basement

Play Gavin's basement

Nov. 27, 2019

Rating: 65

Whoever decided to give this a "5 minute" tag has a sick sense of humor TBH

Pawnbarian

Play Pawnbarian

Nov. 08, 2019

Rating: 14

Holy hell that final floor is tough -- practically the whole floor was covered in red bracketed tiles after the first move, so it was just a matter of choosing how I wanted to die :( Overall the game was pretty fun. The enemies that can't be killed unless you push them off the edge pissed me off, but maybe that just means I gotta git gud.

Demented Shadows: Prologue

Play Demented Shadows: Prologue

Jun. 30, 2019

Rating: 0

The 3D Unity engine for a point-n-click game is impressive. Compared to the relatively simple 2D RPGMaker where I've seen plenty of online indy games with quirky humor and have come to expect it, with this engine that's so advanced for an online game it seems out of place to have so much knucklehead humor (Kat requesting permission to punch the guy and being granted, the captain putting a death button in the guest room because it's fung shuei and the overall reactions to it, etc).

SpaceWalker

Play SpaceWalker

May. 17, 2019

Rating: 0

It really needs keyboard controls instead of having to mouse click for every move.

Magirune

Play Magirune

May. 10, 2019

Rating: 4

I admit, I read the comments, so I knew what to expect and that I'd need to finish the game without any deaths even if that meant some grinding. That said, I went through the game without any deaths (and with some grinding) and got the fake and good endings. IDK if I can still get the bad ending to fulfill my completionist tendencies now that I got the autokill blade. And I guess you know by now, but the only thing that kept this from getting an even higher rating was that some people felt put off by the fact that the author comments said you don't need to grind but that makes it a WHOLE LOT easier to get the good ending (if not the difference between possible and impossible). Well, live and learn. This was still an awesome game that deserves a sequel if you feel up to it.

PSY - an urgent case

Play PSY - an urgent case

May. 03, 2019

Rating: 3

The "right" answers early in the game seemed sorta random. But maybe that's really what it's like talking to an insane guy?

Developer response from 18302157deletedu

Thanks for you comment. The idea is that the right answer should be the one that gives as much information as possible, and at the same time does not challenge or irritate the insane guy!

The Evolution of Light

Play The Evolution of Light

Apr. 22, 2019

Rating: 2

I take back the previous comment. I watched the first of the videos under the "Learn to make games" link and it gave a clearer description of how it works than what I remember from the tutorial -- if I'm understanding it correctly, it picks lights that get closest to the X and if more lights reach the X than the number that it will pick to clone, then it takes the lights that reach the X and among those takes the ones that got closest to the goal. Not what I was expecting from the description of "Clone range", but that seems to be how it works, so there's not much need to move the X around. (I was originally thinking lights would only be cloned if they touched the X.)

Developer response from BambooHutGames

First of all thanks a lot for your feedback! The clone range simply refers to the best %. If a light has touched the checkpoint it is ranked higher than any light that has not. After that it just checks who got closest to the goal and checkpoint. Moving it around still matters.

The Evolution of Light

Play The Evolution of Light

Apr. 21, 2019

Rating: 1

I've gotten to level 17 so far, and it's taking a long time to progress there so I'll stop to comment. First, great to see a game like this. If possible, I'd like to have an option to have the game pause after each respawning so I can try out strategies of moving the goals around and picking when to end the cycle more strategically, and maybe even a keypress to pause/unpause and move the goal around during the run -- it gets tough to do exactly what I want especially with multiple colored lights. Also, it might help to have a counter showing how many (or what percentage of) lights have reached the X during the run.

kitten trail

Play kitten trail

Mar. 15, 2019

Rating: 3

The "restart" button doesn't seem to work if you die. Otherwise, it seems like a cute little game.

Developer response from WTKgames

thank you, I have fixed the bug now.

Overlink

Play Overlink

Mar. 02, 2019

Rating: 2

I definitely appreciate the addition of arrow controls for rotating the structures. Based on the current surprisingly low rating of 3.1 considering how good IMO this game is and the fact that only a few players have finished the game according to the leaderboard, if it really is that tough for most players, then maybe it should be nerfed a little bit to get a wider appeal. Maybe with a default easier level set so weaker players don't downrate and tougher level sets that are more challenging.

Block Turns

Play Block Turns

Feb. 24, 2019

Rating: 0

This game can get brutal fairly quickly and for a while left me thinking I'd just have to brute force trying all combinations, but so far I've found at least one math/logic trick that makes things a bit easier in levels above 20 or so. My only suggestion would be that I feel the icons for turning one / two / three clicks might be easier to distinguish if they instead had one / two / three discrete 90 degree segments, sort of like this https://www.iconfinder.com/icons/642614/arrow_arrows_circle_clockwise_direction_move_navigation_icon with the appropriate number of segments.

Developer response from eliolanda

Thank you for your comment, it's not always easy to find a suitable icon for the game object so that it is visually distinguishable and clearly readable. I tried the individual arrows, as you suggested, but blocks started to look clumsy and cluttered, so I decided to use solid single arrow icons.

Nymphiad

Play Nymphiad

Feb. 14, 2019

Rating: -2

Great game. To people saying you should add checkpoints, you have my permission to reply "Nah, u should git gud"

Developer response from Wolod

:D

Mini Switcher

Play Mini Switcher

Feb. 09, 2019

Rating: -1

I have to disagree with GiantDinoBoy. I thought the game was very enjoyable but ended up being too short and sort of easy (just look at all of the 15s on the high scores tab as evidence), so I'd encourage any measures to increase the challenge.

Nimricron

Play Nimricron

Feb. 03, 2019

Rating: 0

Glitch happened again, this time on wave 46 of hard mode. After all the enemies seemed to be dead, the homing torpedoes were initially firing and heading off in four different directions. Eventually fewer and fewer were heading off in three of the four directions and they ended up all heading right, in essentially parallel lines without seeming to be converging on a target.

Developer response from Nitroeus

I just uploaded a new version, it should be fixed now, also sorry for taking such a long time to fix this issue, I wanted to fix multiple issues and finish the modifications I did before publishing the current version, let me know if it happens again.

Nimricron

Play Nimricron

Feb. 03, 2019

Rating: 0

Looks like it glitched on wave 39. No enemies are coming, my homing torpedos are all heading left after they've been launched (not apparently converging on anything, just heading left in parallel trajectories), artillery bombard turrets are firing upward (not left), and none of the pulse lasers or anti-ship artillery or anything else is firing. Using Chrome on Windows.

Developer response from Nitroeus

Thanks for the report, I actually do have an idea what could cause this, I'll put an update in one or two hours which hopefully fixes this rare glitch. (I think it's an issue with how carriers launch their spawns sometimes stays offscreen but I wasn't able to test this before)

Vex 4

Play Vex 4

Feb. 01, 2019

Rating: 6

Playing ads between every level? Srsly?

Number Sequence

Play Number Sequence

Jan. 26, 2019

Rating: 0

@mgallardo: try skipping directly to the >50 levels if you want to see how challenging it will get. You don't have to play through all the lower levels to go to a higher one.

Connect 2

Play Connect 2

Jan. 15, 2019

Rating: 17

You know it's a hard game when even the dev's high score is only 23 out of the 30 levels...

Developer response from sadistfairy

Cough cough

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