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The Final Earth 2

Play The Final Earth 2

Jun. 15, 2020

Rating: 2

In my current game, I'm standardizing on Mechanical Houses. This gives me an excessive amount of Machine Parts Factories that I don't need, which eat up workers. It'd be nice if disabled factories stopped needing workers.

Pawnbarian

Play Pawnbarian

Nov. 15, 2019

Rating: 69

The pawn change helps resolve that 'stun' state, but it feels inelegant; something is lost when you change away from the chess move pattern. I've thought of two other things you could do to avoid this, though. Firstly, you could give the player the option to discard their hand and draw a new one for one energy. Sometimes, you just don't have the right cards, and another draw might help you get out of a trap. Since the player only has a maximum of two energy at any time, that shouldn't be too abusable, but if you're concerned about stupid cantrip-stacking tricks, you could only allow it as the player's first move. Secondly, give the player the option to hold onto one of their cards for the next round, at a cost of one energy. Sometimes you're in a safe position and could attack, but it'd be a bad idea to do so, because you'd die. Having the option to hang onto your splashy death queen while you wait for a better opportunity would allow more strategic play.

Pawnbarian

Play Pawnbarian

Nov. 09, 2019

Rating: 75

Just beat the game. The energy upgrades are obviously the best, but they're expensive. Get them anyways, on pawns if nothing else. Contrary to some opinions, shield upgrades are very good; since the factor that determines your gold is time taken, having shields lets you do quick-and-dirty strategies that would otherwise get you killed, which lets you finish rounds earlier and get more gold (which lets you afford those expensive energy upgrades). If energy isn't available, get shields. Splash is lowest priority; it can help, and is sometimes awesome, but it's pretty circumstantial. You absolutely need shields on the last floor, since the final boss can hurt you no matter where you are, and there's going to be a ton of blight covering everything. I was blocking two or three damage a turn for most of the fight, and barely survived with one HP. Good game, interested in seeing what else the author will do with this concept!

Idle Tech Tree - [Early Access]

Play Idle Tech Tree - [Early Access]

Oct. 08, 2019

Rating: 3

It'd be nice to have an indicator on the blueprint repository screen of what levels all of my blueprints are at. The lower-level upgrades are cheapest, so I prefer to focus on them first, but I currently can't see what level I have unlocked on each blueprint without clicking on them individually. Sure, the progress to the next level is graphically conveyed by the border, but the current level is relevant information when I'm planning upgrades. Something as simple as a number next to each blueprint would make the upgrade process much easier.

Developer response from GeorgeCH1983

Great idea! Will definitely add it to the to-do list.

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 09, 2019

Rating: 7

The Cult Mastery achievement seems to be broken. I've tried multiple times to unlock it, and it doesn't seem to work, despite keeping up the Blood Rush boost for a long time. As a test, I tried starting the boost with Duality + Angel Boost (starting it with extra time as the Angel Advisor does), and despite being sure to keep it active until the Angel Boost recharged, still no achievement. What's up?

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 09, 2019

Rating: 2

After resetting, but before unlocking the Demonic Assistant, Demonic Vengeance is activating. Bug?

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 09, 2019

Rating: 1

Something strange is happening with gambling after the latest update; after (manually) drawing the Ace of Spades, it gets shuffled back into the deck allowing two draws of +permanent production per shuffle. This is so amazingly good that it obviates the usual need for a draw/discard strategy that avoids the dreaded 2 of Spades. I haven't done anything unusual to upgrade my Gamblers to deserve this, though; I just refreshed the game... so it looks like a bug. If it helps, before drawing the first Ace of Spades, the deck appears normal; after drawing the first Ace, it appears in both the deck and the discard pile, and after drawing the second Ace, only one Ace appears in the discard pile.

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 09, 2019

Rating: 1

Although the (new?) multibuy option in the corruption minigame is certainly welcome, it's a little buggy; buying buildings 10 at a time, I find that my corruption goes negative on the final purchase (instead of not being able to make a purchase whose cost exceeds my resources). At the very least, the displayed cost (which also seems to be used for calculating whether or not you can afford a thing) clearly runs a more generous calculation than the cost you actually pay.

Developer response from Snowballinggames

Ah thanks for pointing this out, it should be all good now.

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 08, 2019

Rating: 4

Factory automation for Cultists could use a little polish. The Bank automation for Gold to Cash doesn't immediately set all your gold on fire; it just spends gold as needed to keep the buff active. It'd be nice if Cultist automation for buff-granting rituals (Blood Rush and Ritual of Soot) did the same.

Galactic Grind 2.0

Play Galactic Grind 2.0

Sep. 08, 2019

Rating: 11

The click farm is a theoretically interesting building that might be useful to do interesting things... but in practice, I find that I don't want to do anything with it but autoclick. Though factory automation allows me to easily force it to click in the middle automatically, this is often inconvenient as it winds up clicking on other windows that show up in the middle of the screen. The click farm would be more useful if it had an autoclicker upgrade that simply caused unused farm clicks (those that would overflow the storage) to automatically count as clicking the planet instead of doing anything else.

Developer response from Snowballinggames

Hmmm, before I added factories and their automation, I intended to have the click farm be the main source of automation, though that function is almost obsolete. I do like that auto-clicking on the planet idea, and will probably include it in one of the future updates

Eternal Fighter

Play Eternal Fighter

Sep. 04, 2019

Rating: 0

I started in campaign mode... and defeated the first boss before dying to a trap, and discovering where to spend my rubies. Game felt pretty slow as a result. It'd help if the game hinted about going back to the menu to shop earlier.

Developer response from Barbasu

Thank you for the feedback.

Idle Space

Play Idle Space

Apr. 25, 2019

Rating: 1

Annoying quibble; ship names aren't changed when Upgrading. I wanted to distinguish newer Corvette designs with mark numbers (eg: Corvette II, Corvette III, etc...) when upgrading to newer components. Unfortunately, when you have ships in production, you are "Upgrading" the old design instead of "Saving" the new one; the difference is that upgrading costs some shipyard time (reasonable) and the name can't be changed (bad). Can you make it so that upgrades allow the design name to be updated?

Amalganation

Play Amalganation

Nov. 06, 2018

Rating: 0

Found a minor bug; if you try hard mode, get stuck, and restart the game on normal mode, the number of combinations does not appear. When this happens, you can't get those numbers to appear without refreshing your browser.

Humanity Idle

Play Humanity Idle

Aug. 17, 2018

Rating: 3

Does wood have a use? The description says it's used for basic buildings, but none of the three buildings available from the start require wood.

Idle Intelligence

Play Idle Intelligence

Dec. 23, 2017

Rating: 4

Instead of upgrade modifiers like x10, x100, and MAX, I'd sort of like a "NEXT" modifier, that buys enough upgrade levels to hit the next major version of a given process.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 23, 2016

Rating: 7

Since the recent patch made Clerics heal during Exploration quests, Healing quests have become fairly useless. Unlike Healing quests, Exploration quests help to group your guild members by keeping everyone in place until the job's done... and, of course, they actually pay out, instead of just being a gold sink. The healing from Healing quests isn't bad... but since they're competing against Clerics and Exploration quests, both of which make you money, it's just no contest. As is, Healing quests now need a rework. Maybe let them revive fallen guild members? If the 'ghosts' of fallen guild members could follow their victorious allies to the next Healing spot, and get revived if you still have room for them when they get there, that'd make it worthwhile to spend gold and quest slots on Healing quests.

Developer response from TheHippoGryff

It's true. With the fixes to clerics the exploration nodes now work as a great way to set up healing areas. We think we're going to make healing nodes BUFFS instead. So get 200% HP or do extra damage or something like that.

Reach the core

Play Reach the core

Jan. 09, 2016

Rating: 2

Hunting for achievements. I kind of wish that I could remove the turbo to get the 'reach core without turbo' achievement, but it doesn't seem possible. Am I permanently locked out from getting that one?

Kittens Game

Play Kittens Game

Oct. 28, 2015

Rating: 3

Having plenty of fun with this; coming up on my second reset. One thing I've noticed; Chapels seem fairly useless. Culture isn't used for enough stuff to really need more generation, and while the faith generation is nice, I find the faith cap more problematic than the faith generation rate. To fix this: the Chapel tooltip says "May be improved with religious upgrades". Perhaps add an upgrade to let Chapels add to Faith capacity? Also, there should be more things that consume Culture. Festivals are a neat idea, there should be more things along those lines. Perhaps a 'Feast', which consumes Catnip, Spice, Catpower, and Culture for a similar temporary buff?

First Empire

Play First Empire

Sep. 21, 2015

Rating: 4

Neat concept, looking forward to future developments. One thing I would suggest: more secondary effects on investments, at greater effects than are currently present. Many investments already provide an insignificant trickle of an unrelated resource; it'd make the game more interestingly interconnected if those values were more significant. As is, there are a few interesting large secondary maluses (ie: the large science penalty caused by Happiness Radiators, and huge cost of Truth investments) but secondary bonuses tend to be tiny (ie: the tiny science boosts provided by several Vision investments, or most of the other random tiny boosts scattered about). Also, since the usual 'secondary effect' is an 'upkeep'-style wealth penalty, it'd be useful to have a 'finance' screen that shows the total amount of money you're spending on everything, specifically including upkeep costs on your investments.

Nano Empire

Play Nano Empire

Aug. 20, 2015

Rating: 7

I'm going to echo Tarnos12's comment, which does not deserve the downvotes. Disregarding the bit about autoclickers, it's really quite a good game... but 'click lots of times' is kind of a terrible mechanic, ESPECIALLY in a demi-idle sort of game, and as a 'thing you need to do to defend yourself from attack'. I'd much prefer some kind of automatic fighting to anything that expects me to strain my clicking finger like that. Also, it's kind of disappointing to win the game, and then start over with nothing to show for it. There should either be a 'prestige' bonus for resetting the game, or no reset at all (just a series of ever-increasingly-powerful foes, and you get to keep what you have while you play with your world). Or, preferably, both; 'winning' the game unlocks a prestige reset, which you can use at your leisure, possibly after doing some victory laps to sweeten the pot.

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