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SirPringle's Comments

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Road Of Fury

Play Road Of Fury

Apr. 23, 2015

Rating: 23

Some tips to make your experience a lot simpler and enjoyable: A: Try to save up for the most expensive cars and their upgrades first. They quickly overpower the earlier, but more upgraded cars quite easily. Try to also get the Tier 2 minigun car and use that for your damage until you can afford said Tier 5 cars. B: Put the healer in front of your brigade; it's a better damage sponge this way. It hardly ever heals your other cars. C: Try your best to get a car with a UAV Station on it; use them to help take out a couple of the jetpack guys, but if there's more than about 2 on screen at a time, you've gotta help them out a bit so you won't lose the turret faster. I personally used Boss, Booster, and Ram and fully upgraded them, still having trouble in beating the boss. But when I switched it to Boss, Ram, and Booster, the whole trip became a breeze. + So other people can beat the game more easily!

Shoot Pixels

Play Shoot Pixels

Jun. 23, 2014

Rating: 2

Please fix the glitch that makes it so that your custom weapons "exist". I've made some custom weapons, not sold them / deleted them from my weapons list, bought them, then while being able to use them in one wave, I wasn't able to use them in the next. The money is also counted as having been spent. You can't sell this "phantom weapon" either.

Hack Slash Crawl

Play Hack Slash Crawl

Jun. 12, 2014

Rating: 3

The one thing that shouldn't happen with this game are those charger enemies. They shouldn't be able to charge you AND deal an attack every couple seconds if you're running away from them. They also shouldn't be able to charge at you through walls when you're around the corner, because if my spells can't be used through walls, then they shouldn't be able to either.

Flaming Zombooka 3 : Carnival

Play Flaming Zombooka 3 : Carnival

Apr. 12, 2014

Rating: 1

An interesting improvement from the second game, however, speed options were too frequent to make the game enjoyable. Even if I did the Right Click -> Quality -> Low trick, the game still had chunks of slowdown. If this could be fixed, my review of the game would be much higher, but as it stands, the slowdown made the game quite frustrating to play. Regardless, thanks for giving us this game.

Talesworth Adventure: The Lost Artifacts

Play Talesworth Adventure: The Lost Artifacts

Mar. 25, 2014

Rating: 1

Dunno if anyone else but me noticed this, but it's been driving me nuts: Almost every room leaves you with at least 2 of each item (Provided you get a gold rank on the room) and hardly any more or less. Other than that, it's a fun and challenging upgrade from the first game. I'd love to see more of this game.

Forbidden Arms

Play Forbidden Arms

Mar. 19, 2014

Rating: 4

Quite enjoyable, lots of fun, but I have to admit, once the Void Aura gets introduced and you knock down the cooldown a bit, you kinda get into easy street, at least, with an almost maxed Moonlight Cutter. Just by using two cooldowns for Void Aura, making it usable every minute, I was able to get the 1000 kills in survival badge. However, the game was a ton of fun. It also ramped up the difficulty properly, and urged you to keep going, to keep cutting down anyone in your way. My only complaint is the use of clicking for attacking. Maybe next time, have an alternative attack button?

The Peacekeeper

Play The Peacekeeper

Mar. 05, 2014

Rating: 0

That last bug fix was a definite must, I didn't like the tone Frank took with me. He better remember just how thin a line he's walking on.

Dojo of Death

Play Dojo of Death

Jan. 20, 2014

Rating: 7

Addictive and fun, but my main gripe is the attacking system only because it feels flawed. You try and slash for the greatest length you can, and half of the time, the game decides to make your slash stop in front of an enemy going "Woops, you can't do that." or you slash and barely travel anywhere. This leads to many stupidly annoying deaths. 4/5 - if that mechanic was perfected, it would be a perfect game for its simplicity and enjoyment.

Bearbarians

Play Bearbarians

Mar. 01, 2013

Rating: 0

Great game, just the lag was absurdly annoying, plus, dropping the quality to "Low" in the options tab did nothing at all.

Pocket Creature PVP

Play Pocket Creature PVP

Nov. 11, 2012

Rating: -2

Hello Flash-version of Patapon characters that don't battle to rhythmic music beats and drums; when did you get here?

Fixation

Play Fixation

Apr. 28, 2012

Rating: 8

I feel like the game just broke the 4th wall, because when Katheryn is talking to Jack, she says "What if I was only a side-character in a much more complicated story than I could possibly comprehend?" Mind = blown.

Kill the Heroes

Play Kill the Heroes

Apr. 01, 2012

Rating: 0

Man, this villain's base must suck to have him pay money to use his own teleporters...

Knightfall 2

Play Knightfall 2

Nov. 29, 2011

Rating: 11

This game has taught me a valuable life lesson. If, for some reason, monsters start destroying towns and cities, I simply need to don some armor, with this pointy-tipped helmet, and grab a drill. Then, I can maul the living crap out of anything in my way, as long as I'm on top of their heads. Death can't even stop me.

Wish Upon a Star

Play Wish Upon a Star

Nov. 28, 2011

Rating: 3

.. And so, the child wished for his father back. But it wasn't quite what he expected. Now, because of his foolish mistake, the zombie apocalypse has started.

Stomp Them

Play Stomp Them

Nov. 13, 2011

Rating: 2

The comment I made about the "floor" thing was meant to describe this: http://imageshack.us/photo/my-images/6/exampleuz.png/ You shouldn't really be able to walk on the pieces that would be on the inside. Only the parts with solid colors or something should define what's solid and what isn't.

Developer response from poopypoopman

OH! that makes sense. Ill see what i can do.

Stomp Them

Play Stomp Them

Nov. 12, 2011

Rating: 1

3 - All the "floor" you walk on isn't really complete. For example, the "You Win!" level. You're walking on the tiles that should be on the inside of the platforms. Instead of walking on the same tile, maybe add some variation on tiles that you can walk on? 4 - The background is kind-of dull. It's just blue, nothing more. Maybe add hills/houses/something in the background? 5 - You don't even have a goal, really. All you do is pretty much move to the right, and when you start on the right, then you move to the left. Give the player a goal, maybe? 6 - (Last one) How about making a victory screen instead of a playable "Victory" level? Maybe have "Mambo" standing on top of a pile of dead "Pronger"s? 2/5, shows room for improvement, but hasn't quite reached that level of "decent" just yet.

Developer response from poopypoopman

I dont understand the "floor" comment,Ill try to make the background better,ill try to think of a goal and implement it,and the Victory level isnt actually the last level,the last level doesnt have mambo in it, so you know youve won. ill think about a better ending screen for the real ending though.

Stomp Them

Play Stomp Them

Nov. 12, 2011

Rating: 1

The sprite work was nicely done for the main character and the enemies, but I see a few problems with this game. 1 - The enemies, which look like they'd hurt you if you touched their fronts or backs, are just squishable blocks. They don't move, and they don't hurt you if you run into them. If you had to do "Kill all the enemies" on a screen to progress, if there's a ledge, you can just chuck them off. Maybe add a health bar and let them be able to hurt you when you touch their front/back and add droppable HP? 2 - There's no title screen; it just drops you off in the middle of the game. Maybe add a title screen with options for a New Game, Continue Game, Options, and anything else necessary? Along with this, maybe add some sort of music?

Developer response from poopypoopman

Ill try to work on hp and damage, i wish i could of done that already, but i dont know how YET. Ill try to add music and a title screen.

Monster Arena

Play Monster Arena

Nov. 07, 2011

Rating: -2

-hand in hand with agility training 2- It doesn't make any sense as to why you can run faster forward than running backwards. You go at least half the speed you do when you move forward. Why can't you just run the same speed - both backwards and forwards? -Suggestions 8-10 When you do intelligence training, even if you've managed to get all 6 correct, you only get credit for 5 when you reach the stat-distribution. Please fix this. -Suggestion 11

Monster Arena

Play Monster Arena

Nov. 07, 2011

Rating: 0

If you've already completed a cup and have the trophy from it, whenever it rolls around again on the calendar, the trophy icon doesn't pop up near the championship button (sometimes). Let the trophy icon pop up EVERY time there's a championship you can participate in; it shouldn't matter whether you've completed it once or a hundred times. -Suggestion 7 Sometimes, while training agility, you can glitch through the floor at the end and fall through. It'll still count that you ran 1200 m, but that gets misleading, because you'd think that you failed or something right at the end. -hand in hand with agility training- If you've reached the finish flags while agility training, you can run backwards, and forever prolong the finishing of the training. Stop the player from being able to do anything when they've reached the finish line.

Monster Arena

Play Monster Arena

Nov. 07, 2011

Rating: -1

Soulsteal is ridiculously overpowered, as Muzzie mentioned. It makes your damage lower, your ability bar charges slower, you can't dodge as easily as you normally would, and whatever else applies with POW, INT, and AGI. Soulsteal should probably be a 5-bar move that has a 5% chance of working, and if it does, it takes half of the enemy's HP and adds it to your own. -Suggestion 5 Poison should NOT eat away so much HP when it lasts at least five attacks. Fighting against an enemy with about the same HP as you (or more), you're taking damage in the hundreds. Poison should probably take off 100 HP AT MOST, but last longer than it does now. This process of "Well, he's got 5,400 HP, and has been poisoned. He should take 438 HP every couple seconds." does NOT work in the player's favor. -Suggestion 6

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