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MarcusDranz's Comments

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Paper Dungeons

Play Paper Dungeons

May. 19, 2013

Rating: 0

It's hardly a rogue-like if there's only one way or a very few ways to solve the level. The appeal of a rogue-like is the random nature of the dungeon and exploration, and being let off the leash to screw up how you like. This is neither, with the levels being fully visible from the start and there being no real penalty for messing up. All it is is a puzzle game. There's no rogue-like elements here at all.

Developer response from svalverde

You only saw the the first the first gaming mode : fully puzzle, no randomness at all. The rogue-like and adventure mode are still in development :) Hang on, new features realeased soon.

Obliterate Everything 2

Play Obliterate Everything 2

Mar. 01, 2013

Rating: -1

The difficulty curve is screwed up. 7 missions in, and my base gets blown to hell within seconds.

Harv-E

Play Harv-E

Jun. 14, 2011

Rating: 0

You know, it's stupid to make the magnet activate automatically after launch. I bet I could spend a good deal more time out there if I didn't have the magnet working for that second after my claw drops. Make it so you have to click to activate it, or so that it only drains energy when it affects the claw.

Master of Fortresses

Play Master of Fortresses

Aug. 28, 2010

Rating: -15

Just found I had to unlock other units first. Not cool.

Master of Fortresses

Play Master of Fortresses

Aug. 28, 2010

Rating: -15

This would be a grand game if I could UPGRADE my units.

Catapult it...

Play Catapult it...

Sep. 20, 2009

Rating: 0

I think the game needs some more work put into it. Plus, 'You Lose' doesn't exactly entice the player to want to launch another stone.

Plazma Burst: Forward to the past

Play Plazma Burst: Forward to the past

Sep. 20, 2009

Rating: 0

Plus, the game framerate suffers from time to time, even WITH everything off, which has let to some pretty retarded deaths and taking damage when I don't need to.

Plazma Burst: Forward to the past

Play Plazma Burst: Forward to the past

Sep. 19, 2009

Rating: 0

Either the enemies are sorry sacks of crap with no spine or they can kill you with laser vision from the dark side of the freakin' moon. Big balance issues.

SkyFyre

Play SkyFyre

Sep. 19, 2009

Rating: 0

Just a li'l problem... Sometimes the controls decide to NOT respond for a split second, which is, oddly enough, DEATH in bullet hell games.

WhiteboardWar: ChopRaider

Play WhiteboardWar: ChopRaider

Sep. 04, 2009

Rating: -1

You need to lengthen the respawn on structures, because while I was on 7 on EASY setting, it took less than 6 seconds to annihilate me while I was rescuing POWs. Plus, the controls don't respond sometimes, which was part of the reason I died. It simply wouldn't let me lift off.

Canabalt

Play Canabalt

Sep. 04, 2009

Rating: 0

The collapsing buildings need to have a higher minimum height. Twice now, I've been killed because of a too-long building set too low to the bottom of the screen.

Mechanical Commando

Play Mechanical Commando

Dec. 20, 2008

Rating: 0

The hit detection for the mech was off. I took damage from getting ticked with a bullet, but the same enemy could shoot me in the face and I wouldn't take damage. That REALLY pissed me off in the Survival challenge when you get surrounded. I went into a wave of turrets with 85 health and came out with 15.

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