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Rebuild 2

Play Rebuild 2

Oct. 14, 2011

Rating: 6

Overall a wonderful effort, and a worthy successor to a great original. No complaints about any of the new features; the only thing I found a bit lacking (and it's such a minor gripe) is that sounds and music are either on or off. Volume sliders are always a nice touch, since the music is just a touch louder than I'd prefer, but it almost seems unworthy of complaint with as much as already went into it. Excellent job!

Bunny Charm

Play Bunny Charm

Oct. 15, 2009

Rating: 0

For anyone struggling with the last badge, pour your first 9 upgrade points into damage; this is the breakpoint where you've got enough punch to kill most things in a minimal number of shots. After that, just manage your flags well and pump your points into RoF.

Moonrocks

Play Moonrocks

Jun. 16, 2009

Rating: 0

Agreed that I think "Hard" difficulty should be a little more challenging, but that gripe is overshadowed by the open-ended campaigns; I love that approach in games, and I think it was very well implemented here. You end up with 5/5 from me, just be thankful I can't give you a 4.5 for the exclusive content. ;)

Cargo Bridge

Play Cargo Bridge

Jun. 09, 2009

Rating: 0

Like Lancer and Allign said, the pixel-perfect requirement for building longer sections is frustrating. A decent way to circumvent this would be to determine the minimum number of segments to accomplish what the player wants, then place those segments with equal lengths along the desired path; a programatically simple fix that would save a LOT of headaches.

Mastermind: World Conquerer

Play Mastermind: World Conquerer

May. 13, 2009

Rating: 0

For those griping about badges, exactly what badges would even be fitting for a game like this? There's only one real endgame outcome, and it's honestly not all that difficult to beat. Aside from a few extra missions on the side to rake in cash, there's not much to actually DO that doesn't directly progress you towards the final goal, and I've always thought it's a bit silly to have 'milestone' sort of badges when they should moreso be actual achievements, i.e. things you wouldn't necessarily accomplish in the standard course of play.

Sonny 2

Play Sonny 2

May. 12, 2009

Rating: 0

Anyone care to comment on 'essential' equipment for the Heroic Legend runs? Since I've been running on Psych, I went through an Easy playthrough with the same, and figured out that I'll be toast if I don't pick up Poseidon's Fury at some point. I'm a big fan of the +Inst and lightning, because you can dish out major Dmg/Turn when you max Inst. and go with the Lightning buff alongside Shock Therapy. I don't know how well this will transition into the later fights on Heroic, but I found that using that combination I was able to break a lot of the shielding skills that were giving me headaches before, and my previous solution was to stunlock damage dealers with Traumatize until the buff expired. Any other tips on essential gear or overall Heroic Psych advice?

Sonny 2

Play Sonny 2

May. 10, 2009

Rating: 0

Anyone else getting the frustrating glitch where the enemy frequently gets a full turn immediately after their first?

Sonny 2

Play Sonny 2

May. 10, 2009

Rating: 0

Er- That should read 'Veradux' of course... My fingers must have been thinking in French for some strange reason. =P

Sonny 2

Play Sonny 2

May. 10, 2009

Rating: 0

There's a pitifully simple gameplay mechanic I'd love to see in place... Being able to see the current abilities and descriptions for your teammates. It'd be nice to have something similar to the way the Inventory screen works, but included in the Abilities window so you could check and see exactly what their skills do, in spite of not being able to control them. It would definitely help to know things like whether or not Verdeaux's healing abilities are heavily dependant on instinct, etc. so we know what gear is best suited for them.

Mastermind: World Conquerer

Play Mastermind: World Conquerer

Feb. 04, 2009

Rating: 0

Verifying what LordDeathwing already noted, another possible workaround for the infinite attack bug is to prompt a Major Checkpoint attack on your base, it seems to successfully register the all clear after that. I noticed that both times I got the bug were instances where I gained an additional notoriety checkpoint while still under attack; any other confirmations for this as a possible cause?

Two Rooms

Play Two Rooms

Jan. 29, 2009

Rating: 0

Solid, fun puzzle game; I think it offered a great balance of thinking and timing puzzles, where not everything comes down to pixel-perfect timing, but timing still plays a rough role in the strategy for each level. 5'd! =D

Protector: Reclaiming the Throne

Play Protector: Reclaiming the Throne

Dec. 17, 2008

Rating: 0

Agreed with chronus, give us another Hard or Impossible badge for Hardcore! ;)

Xeno Tactic

Play Xeno Tactic

Nov. 27, 2008

Rating: 0

Not bad, doesn't do much to revolutionize the Tower Defense theme though; nothing to really make it stand out. A few minor gripes: 1. Add a shift+click system to build multiple turrets of the same type, click, place, click, place gets awfully tedious. 2. If you name your turrets, name 'em correctly; I almost wasted a fair load of money on SAM turrets based on their name. [SAM: Surface-to-Air Missile] 3. Turret speed isn't shown for me; Make sure your actionscripting is cross-compatible with multiple Flash Player versions and platforms.

Sonny

Play Sonny

Oct. 29, 2008

Rating: 0

Extremely high production value! I was definitely impressed with this one, though in my opinion, a greater difficulty scale for turn-based veterans would be awesome for similar future releases. This one set the bar pretty high, even for Armor Games. =D

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