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Game comments and reviews
Jul. 02, 2020
Does what it says... Nice idea, but gets boring pretty fast as it's quite easy.
Developer Reply
I ×™have actually tweaked the sizes right now. If you want, the largest board is now 60x60, which I think is quite a challenge. About the core mechanics, I can't really do much to spice things out without completely changing the game, so if you want something else that's legit. I'll probably develop more games for Kongregate though, so you might want to keep an eye.
Jun. 26, 2020
Doesn't feel hard, just has you waiting a ton (and pauses if you go to another tab - anoying).
May. 29, 2020
nice little game. Love how the it uses 3D as a core "mechanic" (something that you rarely see in such small games). Controls are a bit unexpected for a kong game, so an ingame tutorial (or popup) with a few explanations might be nice for future players.
I'm currently thinking through ways to get an in-game controls/tutorial screen without being obnoxious. Hope to have something this weekend. Thanks for the feedback!
May. 13, 2020
A nice little game (with surprisingly many levels). Some levels require pretty precise timing (esp. when shooting through gaps while jumping/falling or trying to place red blocks in the air), but the shortness of levels still keeps it balanced and nicely playable. When I played it, thanks to implementing other players feedback, there were already all kinds of controls, so everything I tried (cause I thought it would be handy) worked, ended up playing it mostly with arrow-keys and the second hand to shoot.
Thank you for feedback! I'll try to update my game as much as I can and make it even better.
Apr. 29, 2020
Not a particularly new idea, but not overused either, so could have become a good game if paired with intersting levels and some new takes. It ain't though. There are two main things to avoid: spikes and jump pads that push you into spikes, so the only thing you're doing the whole time is timing the click right to not avoid these two things. The "weak" block makes it even worse, forcing you to play the exact same bit usually six times (and then the next level is the exact same idea again and again). Not beeing able to use spacebar properly only adds to the annoyance.
Apr. 08, 2020
Well, this definitly is a large step from part 2. Not really in a good direction, but neither in a bad one. I Like how you now can customize (and kinda control) the whole squad, gaining exp on all soldiers in the battle. Let's you feel more involved with the whole squad and also gives you more options to adjust to your playstyle. It's sad to see that there's no story at all and just random heroes. There would've been great opportunities of introducing pre-designed heroes to the squad, telling a story with them (maybe forcing some missions to be played with a specific soldier...).
Apr. 02, 2020
I quite like the game, felt pretty short. It's a bit irritating to be forced to do a perfect solution right away, but fun figuring them out. I'd find it useful to have a way of moving a longer path without spamming a key, maybe by holding it down or if you want to make sure, it ain't trigered accidently pressing a second key as well.
Thanks for commenting! New levels are under development. It is necessary to keep pressing the movement key to avoid accidentally walking more than desired.
Mar. 05, 2020
@Luell: You can't do the bottom right one before visiting the top right one.
Great game, exploring diffrent concepts n diffrent parts. There's that one point in the bootom left room, which was really unintuitive to me, thankfully kiljin explained that in a comment from march 2019 (if someone needs help there as well).
Feb. 19, 2020
I'd really love a button to undo a single move. Pretty nice game otherwise :D
Feb. 16, 2020
Nice on the first sight, but in comparison to Economical it's missing a second mechanic (only puzzle, not plattform), which lets it get boring way faster....
Thank you for the message! I also consider it a challenge. :]
Feb. 13, 2020
Declaring this things as hints and penalizing them seems really dumb and anti-fun...
Feb. 12, 2020
control on these springs is way to bad
Jan. 31, 2020
Don't really like the concept, but does that vey well. Having the Quit button as only big button in the Pause-Screen can lead to accidental quitting...
Oct. 01, 2019
definitly need custom controls, esp. considering non-QWERTY-layouts...
Sep. 30, 2019
Nice game, enjoyed it. Note system is a bit long-winded, esp. removing notes, and lacks capability of general notes on color or number only. The star thing is weird, esp. as you need to disable hints in the options (how could one know), not sure if a puzzle game like this needs one at all...
Sep. 01, 2019
Game breaks after level 61, quite nice till then though (even so I miss some lines to indicate the tiles).
Mar. 03, 2019
Game won't start
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