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Super Ordinary Joe

Play Super Ordinary Joe

Oct. 30, 2019

Rating: -14

This game is a total grindfest. Waste of time and not fun at all. I give it a 2 star for the art direction, but other than that, wouldn't bother if it didn't have a badge.

Developer response from SmallIsBeautiful

My art direction thanks you.

Hero's Arms

Play Hero's Arms

Aug. 14, 2016

Rating: 0

Man what a grindfest... Things That Sucked About This Game: The game's main combat mechanic centers around abusing the fact that your sword swings in a semicircle and that the hitbox is larger than what it seems on screen. This makes it so that the best way to kill a ranged enemy is to run at them diagonally while mashing Z. Speaking of weapons, none of the other weapons that I've acquired thus far are any good whatsoever.

Hero's Arms

Play Hero's Arms

Aug. 14, 2016

Rating: 7

The Ice Sceptre doesn't even do damage if you hit them with the staff and not the ice bolt, which makes no sense, so you end up just lining up with an enemy from as far away as possible and mashing Z to kill them. Oh yeah, and if the enemy is tanky, then you end up just sitting there pressing Z for 3-4 seconds straight. That's not fun at all. Oh, and let's not forget about the Boomerang Axe, which does anywhere from approximately 4-40 damage. How dumb is it that I have level 7 Strength yet I fail to one or even TWO shot the red spiders, which are the weakest minions in the game? Furthermore, leveling up your strength mainly raises your damage cap, but doesn't do that much to your minimum damage so, for at least 30 minutes before you get the sword and you still only have the stick, you never knew if you're going to two shot or three shot an enemy. The variance in the amount of damage that you do is crazy high.

Hero's Arms

Play Hero's Arms

Aug. 14, 2016

Rating: 2

Also, there's no actual point to using your magic attack besides clearing a big mob where all the enemies are stacked on top of one another. You might as well just mash Z a couple more times. This game should honestly be called Z Masher Simulator because that's basically what it is. It's also completely unintuitive that you aren't shielded from projectiles when you are attacking. If using your magic attack gives you i-frames, why doesn't swinging your sword do the same? There's nothing more annoying in this game than swinging your sword, hearing the hit sound and still dying because you took 200+ dmg from touching a pig in armor even though he should have been knocked back from your attack.

Hero's Arms

Play Hero's Arms

Aug. 14, 2016

Rating: 1

Additionally, every f*cking time you level up, you have to dismiss the skill screen. This shouldn't even be a problem... just let the player skill up when they want to from the inventory screen. Why am I required to cancel out of the experience spending screen every single time I level up? Furthermore, the map design is competely retarded. When you're IN a dungeon or a castle, you can see what doors the rooms have. This allows you to actually plan a path through the building to get to where you want to go. However, when you're standing around outside, the entrances and exit to the various areas aren't shown at all. It's totally frustrating to want to just go one square left in the world but find out that you actually have to loop around like 5 different squares to be able to move left at all.

Hero's Arms

Play Hero's Arms

Aug. 14, 2016

Rating: 1

Another thing is, why do I have to bring up the inventory to see the god damn map that (sort of) helps me see where I'm going? There's something called a minimap that's in most games nowadays which completely eliminates this problem. I've played 2 or 3 hours of this game and I can't possibly play a minute more. It's completely boring and devoid of any fun whatsoever. The only good thing I can think of is that I kind of like the art style and some of the dialogue is somewhat witty. Considering that it's supposed to be an RPG, that's now a whole lot of things to keep the player interested in the game. I could go on writing about this game's negative aspects, but I really don't feel like wasting anymore time on this game. Truthfully I can't give this game more than a 2/5 and that's being VERY generous considering how irritating playing this game was.

Boss Slayer

Play Boss Slayer

Sep. 07, 2012

Rating: 6

Simple, fun little game that had a good degree of depth. Not only was the music good but the sound effects were spot on. The game really gave off a vibe reminiscent of old arcade boss fights. Could be a little long er though so 4/5

JumpingLine

Play JumpingLine

Sep. 06, 2012

Rating: -3

At the outset of the game, I was really impressed by it. It was a pretty novel concept for a platformer and had lot of gameplay elements that I hadn't seen used in other games of a similar nature such as bouncing upside down and using the yellow blocks to get around. However, as the game progressed, I started getting really irritated by certain things in the game.

JumpingLine

Play JumpingLine

Sep. 06, 2012

Rating: -3

Some of these things include: weird bounce interaction with sloped surfaces, badly done collision detection with spikes, long respawn animation. At best, bouncing the line off a sloped surface, especially with the rotating blocks, was inconsistent at best and downright frustrating at worst. Another thing I really didn't like was the collision decision with corners, especially the corners near checkpoints. Sometimes I would hit the corner after checkpoint and randomly fly off into a strange direction, hit a spike and then die. Furthermore, the re-spawn animation was pretty cool at first, but, towards the end of the game, was basically a waste of time. I don't need to see my line being re-created every time I die, I just want to re-spawn and continue playing the game. Often, I would miss a critical timing on a rotating block because I was waiting for my respawn animation to finish, resulting in me having to waste more of my time waiting for the block to spin around again.

JumpingLine

Play JumpingLine

Sep. 06, 2012

Rating: -3

Yet another element of the game that was displeasing to me were the spikes. It seems as if the spikes were coded so that the hitbox of the spikes was a rectangle, but they are drawn on the player's screen as triangles. Many times I felt like I missed the spike yet still died to it. Going on, the game really punishes you for dying at some points. This is especially apparent when you have to ride a "raft" of yellow blocks across several alternating gray and white zones. If you die just before the next checkpoint, you have to do the entire thing over again, which annoyed me to no end.

JumpingLine

Play JumpingLine

Sep. 06, 2012

Rating: -3

One can also see this when you hit the bit with the rotating blocks with spikes on half the sides. Making a minor mistake and dying once meant that you had to waste at least 30 seconds redoing something that you had just worked so hard to pass before. Additionally, as many other comments have already mentioned, the game desperately needs a progress bar or some other way to communicate to the player that they are actually making progress towards the end. The checkpoints don't really cut it for this as one checkpoint begins to be exactly the same as another. As I progressed through the game, I began to feel like I was trapped playing the game for an eon because I had already been playing for a while but I couldn't tell whether or not I was close to the end. In my opinion, it was the gaming equivalent of feeling like I was driving on an endless highway without either a beginning or an end.

JumpingLine

Play JumpingLine

Sep. 06, 2012

Rating: 1

Besides all of these major issues that I had with the game, I felt like the game could have been a lot better if it was more visually appealing. The black and white color scheme with occasional splashes of red, blue, and yellow, was beginning to become really bland by my fifth minute playing through the game. If I was designing this game, I would make it so every bit of course I passed changed color or started glowing or doing something to indicate to the player that they had already passed it and were making progress towards the end of the game. This ties back in what I said earlier about needing to indicate to the player that they were nearing the end. All in all, I felt like this game had a good concept at its inception but really thought the execution was lacking. The lack of artistic flair coupled with extremely unrewarding gameplay and the game's perceived extended length means that this game deserves a 2/5 even though it had potential to be a 4/5 or 5/5.

Triangles

Play Triangles

Sep. 06, 2012

Rating: 2

It's a decent game, but the fact of the matter is, it's pretty one-dimensional. Anyone with average reflexes can get the badge after playing for, say, an hour at most. I guess it's really meant to be one of those games that you just play and forget and, for that, it does a decent job. 3/5

Wentworth

Play Wentworth

Jun. 26, 2012

Rating: 3

Although I normally get frustrated with these games about halfway through and then stop, this one was able to keep me enthralled for the entire game. Solid puzzles along with a charismatic space cat make this game a smashing success. 5/5

Days of Monsters

Play Days of Monsters

Jul. 21, 2011

Rating: 0

Too late. I pressed it.

Wish Upon a Star

Play Wish Upon a Star

Jul. 18, 2011

Rating: 0

So I have what looks like cactus chasing me?

Dungeon Defender

Play Dungeon Defender

Jun. 19, 2011

Rating: -3

Honestly, this game does not deserve a BotD.

Elephant Quest

Play Elephant Quest

Jun. 14, 2011

Rating: -1

I wanted a rainbow elephant, mommy!

Flight

Play Flight

Jan. 31, 2011

Rating: 1

Save the world, eh? Well, when you put it that way.......

Little Wheel

Play Little Wheel

May. 22, 2010

Rating: 2

Definitely one of the best point and clicks I have ever played. The animation is superb, the storyline is believable, and the game isn't too long. Also, the music perfectly matches the mood. There needs to be a sequel to this game. One of the best, 5/5.

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