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Creeper World: Evermore

Play Creeper World: Evermore

Dec. 02, 2016

Rating: 0

11/26/16 2:58 RFI Rain_King challenge - build collectors straight for the ridge, one blaster to hold NW, one to hold N, one to hold NE/SE.

Creeper World: Evermore

Play Creeper World: Evermore

Nov. 24, 2016

Rating: 1

To do 11/23/16 without moving the city, you can secure the choke with a blaster, build a little econ, and then use drones to stabilize.

Bear in Super Action Adventure

Play Bear in Super Action Adventure

Jun. 19, 2015

Rating: 0

The toaster will be kept back more if you stay on the far left hand side of the screen - this seems to be the key to beating it

Garden of War 2

Play Garden of War 2

Mar. 08, 2015

Rating: 3

Interesting bug with using GOW2 to play the GOW1 map "spring" (7/14/2010). After a few turns, the vile start spawning in your territory. Also, your pieces sometimes move around during the vile turn. Bombing the vile in the water seems to get rid of the effect.

Developer response from Warstrider

Ouch. That's a weird one. Good catch!

Monster War Zone 2

Play Monster War Zone 2

Oct. 04, 2014

Rating: 0

Level and Blue/Red reward to pick: 1B,2R,3B,4R,5R,6B,7R,8R,9B,10B,11R,12B,13R,14R,15B,16B,17B,18R. Head directly for the "Increase Upgrade Point Get" upgrade. Use Acid Spell as needed. For the higher levels, spam Earthquake and Helicopter (better than Monbot due to ranged attack), with a few Monbots to push the line.

Garden of War 2

Play Garden of War 2

Jul. 06, 2014

Rating: 2

@Chaos - On the difficulty select screen, if you go to the multiplayer tab and put in names under the two blank ones (Pink and Brown), you should be able to play the map.

Developer response from Warstrider

This was a bug. This has been fixed.

Garden of War 2

Play Garden of War 2

May. 05, 2014

Rating: 0

@amos2000 - As far as I know, it is not possible. The only way is to have them pre-placed on a map.

Developer response from Warstrider

That's correct, only by map design. There were originally higher level towers, but they caused massive game imbalance so had to be limited to map making. Sorry!

Garden of War 2

Play Garden of War 2

May. 20, 2013

Rating: 0

I would like to second Blue0Dwarf's comment that the Puzzle Campaign seems unwinnable. Specifically, I can no longer win maps 1 or 3.

Developer response from Warstrider

I'll reach out to the map maker and see if he is will to update it to account for the patch changes.

Garden of War 2

Play Garden of War 2

May. 20, 2013

Rating: 3

Maybe I missed something somewhere, but I did not realize that you could directly buy higher level soldiers/demos by clicking the buy button again.

Developer response from Warstrider

Yep, thats always been that way. Though I don't think the campaign ever walks you through doing that. Lets call it a hidden feature. :)

Garden of War 2

Play Garden of War 2

Apr. 29, 2013

Rating: -5

I would be interested to see how moving the income and upkeep to the end of the turn would affect gameplay (although I would not want to lose the current model). This would allow the player/AI a turn to deal with things like bisects/bombs/random events before mass unit death.

Garden of War 2

Play Garden of War 2

Apr. 29, 2013

Rating: 2

One possibility would be to scale the chance of fireball with the level of difficulty. Another would be to steal some DM techniques. That is, behind the scenes you could make some "adjustments" to the randomness. In particular, I think it would make sense to force there to be at least 4 turns between fireballs to give the player a chance to recover. If multiple fireballs come out at the same time, you could dictate that only one can hit the land of any given player.

Garden of War 2

Play Garden of War 2

Apr. 29, 2013

Rating: 1

At the risk of echoing other comments, I also dislike the random fireballs of doom. If they hit my capital, they take out all my gold reserves and usually a farm for good measure. Given the unforgiving nature of running out of gold, this can be quite frustrating. On the flip side, if they hit your opponents in the right spot(s), then you were just handed a too-easy game. I consider the game's 3.6 rating to be lower than it really deserves, and IMO the most likely culprit is the random and frustrating events in the main campaign.

Developer response from Warstrider

I am certainly open to suggestions! The fireballs were implemented to throw a wrench in plans and disrupt what can be a to-predictable battle. But if they are to much, they are to much. Take wildfires and raiders as an example. They also spawn randomly, but cannot spawn on guarded hexes... thus giving you some influence. Do keep in mind that only three levels in the campaign have fireballs.

Garden of War 2

Play Garden of War 2

Apr. 26, 2013

Rating: 14

I would like to request the options to make the Demo unit into a firebomb and to set the max level of Demo units.

Developer response from Warstrider

When you have a moment BTG1, can you private message me more details. I'm not sure what your suggesting. Thanks!

Garden of War 2

Play Garden of War 2

Apr. 24, 2013

Rating: 2

I cannot seem to place a goal hex in a two-hex territory without disabling that territory. Is this possible, or do I need to expand it to a three hex territory?

Developer response from Warstrider

Thats correct, you need a 3 hex territory. Some hexes can't support a capital. Another example is bridges. A two hex region where one of the hexes is a bridge is really just a one hex region... so no capital. It's a little counter-intuitive, sorry.

Garden of War 2

Play Garden of War 2

Apr. 23, 2013

Rating: 2

Could you clarify the specific rules for the Earth 1 achievement?

Developer response from Warstrider

Sure thing! You have to win the level with only ever having two units at a time (bases don't count). Things to watch out for are things like farms, which if conquered count as a unit. I'm clarifying the text in the next patch.

Tyrant

Play Tyrant

Mar. 08, 2011

Rating: 32

Reputation/Energy Efficiency: Arctis Vanguard: Mission 10 with 150% (15/10) Tyrol’s Champions: Mission 17 with 80% (12/15) Blood Shield: Mission 28 with 75% (15/20) The Outriders: Mission 33 with 80% (12/15) The Protectorate: Mission 38 with 93.75% (15/16) Forsaken Ones: Mission 49 with 84.62% (11/13) The Purge: Mission 66 with 68.18% (15/22) If one only plays from 100 energy (assuming 5 minutes of play) the below two change: The Protectorate: Mission 29 with 91.43% (12/13, adjusted to 96/105) The Purge: Mission 65 with 66.67% (14/21, adjusted to 70/105) Of course, all this assumes that you WIN your battles…

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