Games Achievements My Kong Sign In

JeffC41's Comments

Comment

Crafting Idle Clicker

Play Crafting Idle Clicker

Jan. 14, 2017

Rating: 0

I found the interface more intuitive than I expected to. Still, resetting was painful, as the Target level for a given node by the time I'd reset wasn't where I'd want it once the reset happened. Also, *decreasing* the rate of production while we're logged out isn't interesting. It just encouraged me to leave my computer on when not playing. Other idle games have means (way earlier in the game) to increase the logged-off production to give players choices about micromanagement and the like.

Developer response from RevelBase

I'm not sure what you mean with the reset and target level. Are you talking about the Auto-Build? The offline multiplier starts at 40%, but increases pretty fast to a value above 100% through achievements. So after a while you produce faster and earn more, when you don't play the game.

Adventure Story

Play Adventure Story

Jul. 03, 2016

Rating: 15

I liked the aesthetic and the music, but the controls never felt intuitive to me, and I didn't feel like taking the time to master them.

Crusaders of the Lost Idols

Play Crusaders of the Lost Idols

Jun. 01, 2016

Rating: 2

Team, here's a bit more feedback about Missions: Those rare missions that give really cool stuff are interesting, but far too punishing. To have any chance at the one I just lost, I'd probably have needed way better equipment and/or enchantments than I did (though it's not like I could just got get that stuff in the few days I had until it expired). Clearly I'm on the same difficulty curve as much more active players. That part's not my biggest beef. I'm most concerned that when I lost, I lost big. Not only did I lose the use of some of my best Crusaders when they were on the mission, not only did I not get the really cool thing I was hoping to get, but now a bunch of of my people a "injured," and I have nothing to show for it. I understand the idea that we're risking something to get cool stuff, but walking away from something that takes days and has a slim possibility of success empty-handed is a terrible gaming experience.

Developer response from Codename_Enter

Thank you for the feedback. I'm sorry to hear that you had some bad luck.

Crusaders of the Lost Idols

Play Crusaders of the Lost Idols

May. 29, 2016

Rating: 1

I like the Missions for the most part (they give me something to do with my bench). However, when the time comes to send Crusaders I'm actively using on a Mission (particularly to increase their Enchantment points), I found the UI challenging. First, there wasn't a good way to jump back to a level my newly-diminished team can handle. Second, I found my saved configurations no longer included the Crusaders I'd sent on a mission, even once that mission has concluded. Otherwise, though, it's a cool function. Thanks!

Developer response from Codename_Enter

Thank you for the feedback. Crusaders being removed from saved formations, even after they are back from the mission, was an unintended bug. We're working on a fix for that. True, navigating the mini map isn't terribly easy. I will add that to the suggestion list to look into.

Deterministic Dungeon

Play Deterministic Dungeon

May. 25, 2016

Rating: 2

Clever, in theory, but I quickly got tired of the base mechanic. It was also way too inconvenient to liquidate useless gear. Having toe bounce back and forth between the cauldron lady and a room that might be full of monsters was a real pain. I only made it to the stone level, I think.

Endless Expansion

Play Endless Expansion

Dec. 22, 2015

Rating: -3

I really enjoyed this thing until I had to deal with power. (This took something like four hours of my night away last night). Then I hit the Energy age, and things started to suck. Power cables can't cross roads, but I need to get both to my factories to function. It's not resource management at that point, but a puzzle game to fit everything in. No thanks.

Game of Thrones Ascent

Play Game of Thrones Ascent

Nov. 25, 2013

Rating: 5

I'm a sucker for time-management games, but this leans toward a "micro-management game," with the player clicking every twenty minutes for Resources. There's a lot of interesting narration, but the choices boil down to which alignment traits you want to build for no apparent game-play reason (eg whether you're truthful or cunning doesn't seem to impact your play experience.) They also really need to work on their micro-transactions. If you want players to buy credits, you need to give them some at first, give them a way to earn a few in-game, and show them how awesome the things you want them to buy are.

The Grinns Tale

Play The Grinns Tale

Sep. 06, 2013

Rating: 2

The Level Difficulty:Player Power ratio is totally bonkers. Level Difficulty seems to trend upwards, with occasional spikes, but your toons' power level hits periodic walls (level caps) that can only be overcome by training up sub-jobs that indirectly increase the power of your A-game. My two cents.

Incursion 2: The Artifact

Play Incursion 2: The Artifact

Jul. 03, 2013

Rating: 3

Overall, I liked it. However, playing the hero adding too much micromanagement (especially since I had to click on him/press F# twice to get him to move and then cast a spell), and the tribal dudes in level seven were remarkably racist. Getting to choose spells was neat, but the spells, themselves, kind of disappointed.

Hands of War

Play Hands of War

Apr. 03, 2013

Rating: 13

Having to unequip things before equipping new stuff was a pain. I accidentally sold my pants near the end of the game. Since there's no place for a wizard to buy pants, I spent the rest of the game without. Awkward.

Escape from Hell

Play Escape from Hell

Mar. 12, 2013

Rating: 0

Great Aesthetics, but the controls were dreadful.

King's Bounty: Legions

Play King's Bounty: Legions

Feb. 28, 2013

Rating: 14

This game was okay in the beginning, then I tried PvP. Terrible. Simply awful. Once it's clear you're going to lose, you can't flee or escape. All you can do is try to do as much harm to the other player while he butchers your army. And then you get to spend Stamina and money to recoup the losses. Losing should be fun, or at least not awful.

Paladog

Play Paladog

Feb. 06, 2013

Rating: 2

Your leveling/upgrade system is strangely compelling. However, may I politely suggest having someone go over the writing to edit it for grammar/spelling errors?

Ninja Warz

Play Ninja Warz

Jan. 15, 2013

Rating: -10

Not bad at first, but the difficulty curve scales way too quickly. Further, I had a good streak going to get that "win ten battles in a row" achievement, then clicked on the little girl, not knowing I'd walk into a bloodbath, breaking my streak. Weak sauce.

Enola: Prelude

Play Enola: Prelude

Jan. 10, 2013

Rating: 3

nice game. I like the Aesthetic. That last fight was a pretty high jump in the difficulty curve, though. It had at least five or so times the hit points of any other thing, and two consecutive big attacks from it killed my character without anything I could've done. Oh well. Cheers!

Musaic Box

Play Musaic Box

Jan. 03, 2013

Rating: 5

An inventive game, but the "click every spot in the room until you can play the real game" part kind of dragged on. Cheers, thought!

Overkings

Play Overkings

Jan. 03, 2013

Rating: 2

I like the aesthetic, but the pacing is dreadfully slow. Starting gear needs to be replaced early in an RPG. I'd like to specifically point out the "Standing Tall" Achievement. I got the first tier, accidentally, then figured I'd play it safe to try to get the next one. Unfortunately, when a fight was turning against me, I had no way to escape. I couldn't exit the level in combat, and couldn't end combat before killing the monster (or being killed thereby). If there were a way to gauge an opponent's difficulty level before, it would have seemed more fair. In this case, though, it was just frustrating to loose progress toward the achievement for simply taking on the next hardest monster in the level. Running away needs to be an option.

The Last Stand: Union City

Play The Last Stand: Union City

Dec. 20, 2012

Rating: -1

Pretty good game, guys. Thing is, though, when allies die, they're dead for good, whereas when the player dies, they can just re-spawn outside. That means I pretty much have to hit "reset" whenever my buddy dies. Drats.

Takeover

Play Takeover

Nov. 03, 2012

Rating: 6

Not a bad game, guys. Still, the "Perfect" score being based on the speed with which you conquer a level doesn't suit me.

Heavens

Play Heavens

Nov. 01, 2012

Rating: 1

It's very pretty, but the power curve is way too steep. No easy wins in the beginning to get players interested in where it'll go. Sorry, guys.

Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2025 Kongregate