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Poker Quest RPG

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Jul. 12, 2020

Rating: 1

Great update! Love the kraken demotion, love the knight's shield, love the new monsters. Thank you!!!

Poker Quest RPG

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May. 27, 2020

Rating: -1

@stickyman05 Me too. I wish they worked on more artful sketches and kept the feel instead of simply coloring what they had.

Poker Quest RPG

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May. 21, 2020

Rating: 2

With the art though, you are quickly approaching the style and feel of a 2005 flash game.

Poker Quest RPG

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May. 21, 2020

Rating: 4

update! Woohoo! Thanks for all the hard work!

Poker Quest RPG

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Apr. 08, 2020

Rating: 1

@FullMetalPotato @Nilloe Actually, poison, enflame and curse could give perfect kills, too. Alternatively, the snake can get a buff for +2 Anemic and cheaper upgrades. As it stands, say 70% of your moves are battles, and 70% of them are perfect kills - meaning you get about 50% more food as Bard, allowing you to use the snake in every second battle. It's not powerful enough to spend an equip slot and use it that rarely. In most bard runs, I replace and kill it. Also, sword of perfection is not worth buying even with a discount -- should it give +2 coins (since scythe gives +1 food = +2.5 coins)?

Poker Quest RPG

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Apr. 08, 2020

Rating: 0

@Nillnoe And there are plenty of ways to survive 100+ damage. Upgraded shields that scale well, like the rainbow or even Knight's coupled with church upgrades; block mastery lets you build up the shield; attack resistance, weak, and tough from the guild; stun as you mentioned; consumables that apply any of these effects; card manipulation (discard, cycle) that stops the attack from happening. There are but a few enemies that hit for 100+ -- and plenty of ways to deal with them. Many of them are "charging" -- those you are supposed to kill before they attack, or spend resources on avoiding the attack (with a consumable for example). Others have their powerful attacks conditional on rare combinations of cards, inviting you to control the combinations with discard and cycle.

Poker Quest RPG

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Apr. 08, 2020

Rating: 0

@Nilloe That's how roguelikes work. There are situations where death is unavoidable -- but at every step of the way, there are decisions you can make to minimize the probability of ending up in these situations. Buy a crappy shield, not a really nice discounted sword in the first shop. Stock up on consumables -- and use them to get out of tricky situations. Save some gear so that you can adjust your loadout to match the enemies you encounter. Get that +1 vision, +1 gem draw -- they pay off often. If you're playing a character with no sustain, choose your enemies carefully in the beginning, and try to find sustain items (health, block) quickly.

Poker Quest RPG

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Apr. 05, 2020

Rating: 1

One could argue that the beginning of the game is much harder than the end -- may be there are some things that can be done about that. One idea would be 'paths' with stronger enemies and bigger rewards -- analogous to the subdungeons of the DCSS -- that'd be optional but help you defeat the stronger enemies in the endgame. This + stronger enemies in the endgame could make stages 3 and 4 fun again... Also what could help is enemies resistant to stun or completely resistant to certain types of attack. Kraken can be defeated by any hero with 2-3 stuns to throw at it, and the final boss shouldn't be that way...

Poker Quest RPG

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Apr. 05, 2020

Rating: -1

5% win rate is more than enough -- it includes all the people dying on their first try, or just being very bad at the game. My win rate is around 30-50%, with 4/12 wins for the daily challenges. If the difficulty goes down even more, the game will become boring. "It's just luck, I don't find it fun" comment appears for each and every one roguelike. But it's the toughest of them that we keep playing over and over -- adom, dcss, nethack. Also - again - there was charm in the original uncolored drawings on colored backgrounds. I miss them.

Poker Quest RPG

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Mar. 24, 2020

Rating: 4

I really like the black-and-white art against minimally colored backgrounds. It has character and style, and increases immersion.

Paladog

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Oct. 18, 2017

Rating: -7

Who are you talking to? Why things should be as you say? It's so absurd it's stylish.

Paladog

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Oct. 18, 2017

Rating: 0

@PacMansDog - I like your comment, especially after five years after the game was made. It's almost like picking up an "Old man and the sea" from the shelf, skimming through it, and saying: "well there should be more pages and he should catch a new fish on pages 20 40 and 60".

Dungeon Team

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Jul. 03, 2017

Rating: 39

The game is 90% offline. Is it really necessary to run every little action through the server, especially if the server runs on a potato?

Developer response from WakefieldStudios

hi there & thanks for the feedback :) we are still working on optimizations for the lag issues - and actually it's a 4-potato processor

Road Of Heroes

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May. 21, 2017

Rating: 77

Inventory gets very laggy with my 12 heroes, to the point of being almost unusable, while the rest of the game runs smoothly.

Get A Little Gold

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Dec. 04, 2016

Rating: 0

I might be missing something, but seems like the injection skills are completely useless. (log2 1,000,000,000,000)^3 = 62,000. Why would you use a logarithm here?

Developer response from jarofed

Injection adds boost to basic clicking power. It is affected by all multipliers (for ex. miner upgrade).

Socrates Jones: Pro Philosopher

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Aug. 23, 2013

Rating: 2

I like the concept, but all too often Socrates rejects argumentson the grounds of them "not feeling right". That's pretty dumb.

World's End Chapter 1

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Aug. 02, 2013

Rating: 3

SadOne, you should really check out Planescape.

Killer Escape

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Dec. 28, 2012

Rating: -1

I found it funny how the author described eating dog food as terrible torture. It's just bad processed meat and it tastes okay.

Mud and Blood 2

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Jan. 17, 2012

Rating: 3

V1 blitz, seriously... ... ... germans changed their tactics.

Obliterate Everything

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Nov. 03, 2011

Rating: 2

How I beat 2-5: Put 3 fusion cores, then an accumulator, then upgrade the accumulator, build a fighter bay, upgrade it with the second option. Build a supply dock, upgrade it. Then I've put another bay, another dock, and have put 4 autoguns in the corners of the base. Saved for the starport, then continued putting autoguns and docks when the capacity maxed, saving up for the battleship. Pulled out three battleships by the last wave (the one with two medium ships), and the battleships are Charlie Sheen of this game. They are winning.

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