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Game comments and reviews
Apr. 09, 2008
Are people really rating this down because it has DIALOG? It's an RPG. I'm sorry, but having a 5-second attention span and no sense of humor about yourself is no reason to give a game a bad rating. You don't like RPGs? Find you get a headache if you have to read anything longer than an instructions page? Don't play this. It's that simple.
This is a decent game, though it's hard to get really excited about it due to the number of similar games already available. Still, it's enjoyable. I might suggest moving the pause button - right now, you have to reach to hit it and that's an easy way to die.
Apr. 08, 2008
@various testers: If a player leaves the game, it not only counts as a loss for that player, it counts as TWO losses. The double loss seems to be a bug, but rest assured you're getting the long end of the stick if the other guy quits.
Apr. 07, 2008
All I have to say is that the people who are rating this down have NO sense of humor.
Apr. 06, 2008
I've been thinking about the issue of players dragging their feet to force the opponent to forfeit. I don't know it's technically feasible, but here's a thought: If it looks like a player is dragging out the game (say, that player has taken more than 45 seconds to act for several consecutive turns), then that player's timer is shortened. Hopefully, this would stop the people who drag their feet while still accommodating players who are a bit indecisive.
Apr. 05, 2008
@various testers: A lot of new players tend to think that Juju is overpowered because of Touch of Doom. Here's why that's not the case: First, it costs 80 energy. That means that he can only use it if he starts at close range and the opponent doesn't change range. It's therefore only practical against tank-type characters, which brings me to point 2: Juju has no physical defense and ToD is pretty slow. The tanks can and will rip him to shreds. When I use Juju, I very rarely use ToD for just those reasons.
Apr. 04, 2008
@Red_Phoenix: You already can. Click the "Enemy's deck" tab. Unless you mean something else.
@Lytris: If you hit an opponent with a faster attack that kills him/her, that character doesn't get a chance to attack. What you probably saw was two characters using attacks with identical speed. Those resolve simultaneously, but one of them still needs to be displayed first.
A thought occurred to me: A lot of testers (particularly incoming players) make the same suggestions. This isn't a dig at those testers, but merely a consequence of having hundreds of comments. It might be a good idea to list some of the more common suggestions in some easy-to-find area (such as the game description) so that everyone knows what's been brought up already.
@Lyaxe: I think that's the idea. An item which makes the opponent use a different strategy isn't worthless. That being said, Jade Statue is scheduled for a complete change. Check the change logs.
Apr. 02, 2008
@RTM: I think you're missing the point of this game, and you're not alone. The main selling point is that you have to predict what the opponent will do. If you're wrong, then you're wrong. It's all about risk and psychology. If I know that my opponent goes for the jugular when his chars are about to die, I'm not going to intercept. Yeah, intercepting is a risk, but so is switching out.
@Executioner: If the characters use attacks with the same speed, both of them still get to act. One of them still needs to go first for the animation, but the game registers the actions as happening simultaneously.
@RandomTaskMan: I'm not sure how that's a "loop." If you intercept and the enemy doesn't switch, then that's your misfortune, not a flaw in the game. What you're basically asking is for the opponent to have to announce that he's switching so that you can intercept, which is ridiculous on its face.
@samo_wamo: I think Ninjaport already does that. If you're not seeing it, either the moves are the same speed or the attack you're being hit with works at either range.
Mar. 31, 2008
One other thing - Onimaru and Ashi certainly needed the nerfs they got in recent updates. However, the real reason that everyone uses them isn't because they're broken, but because (along with Helene) they're the only real tank-type characters in the game right now. Not much you can do about that right now, but I'd suggest that the Pirate set have at least one tough character to provide some diversity.
In line with Sausaletus's last post, here are some thoughts I have on specific cards. Ashi: Increase the energy cost on Signature Slice. Helene: I agree with Sausaletus - something needs to be done to distinguish her from Ashi. Zina: Increase the power of her innate (or change it outright). Ambrosia: I know you're working on this, but I'd suggest dropping Bleeding Ritual altogether and replacing it with a low-power ranged attack. She's really not built to go toe-to-toe with the sluggers. Le Morte: Lower the energy cost and damage of one or both of his attacks. You might also want to consider lowering the energy cost on Teleport. Constantine: Increase the cost of Hypnotic Stare or give it a chance to fail. Tafari: I actually have no problem with him. However, you might want to introduce a character in the next set who can disable innate abilities.
Mar. 30, 2008
gingerben: They updated all the healing items in the last release but haven't changed the cards yet. http://www.sirlin.net/kongai-beta
Awall1990: That's the point. The core gameplay element in Kongai is predicting your opponent's actions. It's a game of psychology and deceit, and if you don't like that then this probably isn't your game.
Mar. 28, 2008
zakid: I suspect that the chat Scores are recording consecutive wins and losses rather than wins and losses in total. Of course, you'd need someone on the staff to confirm that.
Mar. 27, 2008
desl3: I can't be sure that this happened in your case, but some characters have attacks that can hurt your whole team. I know that Amaya and Zina can do this.
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