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StrikerX22's Comments

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Bullet Heaven

Play Bullet Heaven

Jun. 23, 2015

Rating: -3

Decent game, if a little underwhelming from the cats and cat-like entities, and perhaps the cash system (it doesn't feel as interesting just maxing everything out rather than having an upgrade path). I can verify that a Normal/Easy mode Touhou player can manage all the badges without cheats or turning off visual effects, using keyboard. Matt was usually my go-to, for his piercing sub that can be used to sweep (good when you're aggressive), and the extra bomb. I hated Natalie in all mechanical aspects.

BulletLAB

Play BulletLAB

May. 14, 2014

Rating: 0

Annoying not-actually-threatening text that you're supposed to read while playing. Red dots don't explode on some hard levels, presumably because they move at "Double"? Didn't bother trying them on easier modes. Play your own game. Some levels are pretty unnecessary after beating others, though perhaps if people have never touched danmaku "bullet hell" games the difficulty curve might differ a bit. If you try a previous level over again, you can't go back to menu without dying (I presume) and then you can't go back to the highest level you were at, as it now records your progress at the last level you completed. Sfx are pretty lame; shouldn't be hard to find a slightly more threatening sound than a bubbly pop noise. Fix the diagonal movement by multiplying the x and y movement values by 0.7071 (or divide by sqrt(2) ) when a vertical key and a horizontal key are pressed.

Mighty Knight

Play Mighty Knight

May. 11, 2014

Rating: 3

Please add a button for rolling, like Shift-key; constant double-tapping is ridiculous. Make the victory emblem appear faster (when enemy dies, not his corpse). Random achievements are pretty annoying. Have actual accomplishments, not "I've played the game long enough, give me a reward." Even a simple AI could be better than this AI. Fix it. Play your own game. Give better upgrade descriptions, and get them translated by someone that speaks better English. Increase Barbarian's ranges slightly. Allow us to rename the party members' names, they're awful. I don't feel like fighting the last boss when full upgrades and runes seem to mean less than dumb luck. Don't require damage runes to beat some quests. Get better music and sfx (only a few are decent). (cont.)

Mighty Knight

Play Mighty Knight

May. 11, 2014

Rating: 2

(cont.) Instead of a free upgrade, just give us starting money equal to the most expensive upgrade, and let us see that actual prices. Have a better player indicator. Try to streamline if you can, so the lag isn't so bad at high quality. Don't put some arbitrary cap on upgrades for certain quests; what do you think the upgrades are for (you even tell the player to get more upgrades when they lose)? If you wanted skill to be a bigger element, don't use money/grinding, instead giving skill points per stage complete; multiple save slots will allow for different builds if they fail. Fix bug where an enemy won't attack/die. Don't allow the spear thrower types to leave the screen after already coming in. A lot of things other people have already said.

Quarters

Play Quarters

May. 10, 2014

Rating: -1

Edit to previous comment: This particular issue is only for P4 (blue), so squares A4, B4, C4, C5, C6. Who goes first carries quite a bit of momentum early on. Consider having each have one less move at the start: p1 gets one move/territory, p2 gets 2-square move, p3 gets 3, then p4 gets full. Would help a bit, at least. It is an interesting game though, I'd like to see it developed more.

Quarters

Play Quarters

May. 10, 2014

Rating: -1

There's a way to ensure one player can be eliminated 2nd turn if his 2 adjacent opponents set themselves up to access any of the 5 squares on his central border (like A3, B3, C3, C2, C1). Then one or both of them are able to take out his territory no matter what move he makes. This could be solved by making your home square not a castle, but normal territory, or just a bigger board (increased moves still may work with this if you choose, since he can camp near himself more effectively as the board size increases). Naturally, undoing and redoing a move ("bickering") allows other players to advance, so that's not usually viable.

Kozachok

Play Kozachok

May. 08, 2014

Rating: 0

Seems pretty rigged for blue (control-wise, but also certain stages seem to give a win when it doesn't seem like it should). Also, collisions taking points away from each player can make the game last forever, making it relatively easy for a losing player to hold on (or win) unless they get some bad stage luck. Game design seems like he's trolling, but it could potentially be something interesting if tweaked. Not sure if online play lag would be okay for such a speed/reaction-intensive game, but with rollback perhaps.

colourPod 2: dimensionPod

Play colourPod 2: dimensionPod

May. 08, 2014

Rating: 9

I like that the different enemy effects now have shapes to represent them, but I'm not crazy about the rectangles (dimensional) and squares (teleporting). Your title art ruins the whole mood of the game, which was minimalistic with cool background music, but the title art is in-your-face and is derpy as can be; doesn't fit. Please don't advance explanations without us clicking first, for real. I don't know why people think that's okay. Please explain your powers adequately. Still have more of it to play, so maybe more later. I gave some comments to the first game which differ in direction than this sequel, if you're interested.

colourPod

Play colourPod

May. 08, 2014

Rating: 17

Ignoring the sequel for now, I would recommend replacing heal, instead having you heal one hit's worth per stage. Let us click to proceed for everything in tutorial and between stages. Do have some form of continuing. I recommend that shooting a color orb bounces it back, instead of killing it. It would be nice if blue power were actually explained in some way, and if it froze the color orbs for like 1 second so we can get our bearings a bit after that flash. Make the game a bit faster paced early on (early healing would cover this a bit, and it'd be nice to have a faster base firing rate, I'd like it to be better faster anyway), and consider letting us continue from the last stage that we've *beat,* saving our stats.

The Last Canopy

Play The Last Canopy

May. 08, 2014

Rating: 156

Look. Either allow shooting while absorbing, very long life orbs, and/or orbs don't disappear when you die. You need probably any 2 of those things for it to be interesting or very usable. Scanners are an annoying mechanic and the lvl2 boss uses it in a way that seems unfair. Don't make deliberate safe spots for bosses, that's dumb; just make it playable. Mouse control is annoying when your mouse can leave the screen, so especially because of that (but regardless), please add a "focus" (hold to move slower) key for keyboard. I like the concept, so please consider revamping in a sequel/remake with a better premise. Btw, for medium badge, you can play hardest mode and just beat boss 1.

Quarters

Play Quarters

May. 08, 2014

Rating: -1

Please keep in mind you can spawn scouts from LAND you own, not just castles. And that spawning on a square with 2 of your castles surrounding will empty both castles. Making a castle only captures adjacent squares that are owned. Interesting game. Make something out of it.

Nano War 2

Play Nano War 2

May. 07, 2014

Rating: 0

Special Cell cost would likely refer to how many units it takes to make a fat cell or antibody cell start producing a "projectile" version. Terminology could be a little less vague. I too beat it first without getting upgrades, and agree that locking the higher difficulties is stupid. In fact, I have no desire to play without numbers, frankly. I think that takes away from the game, and the visuals aren't enough to replace it. Making a multiplayer account isn't working... port forwarded. As a guest, "Disconnected, security error." So in the end, upgrades were nothing to me (assuming they even had an effect in multiplayer). (cont.)

Nano War 2

Play Nano War 2

May. 07, 2014

Rating: -1

(cont.) I don't think a speed up button is necessary, but perhaps a slight game speed increase by default. Either way, usually there's something to do if you try (unless you're losing). Once you're winning, the wait shouldn't be that bad. AI was pretty stupid and random most of the time, until like the last stage, but even then... You should give a clear indicator as to when the level is actually starting (sometime after it says it is). Similarly, beating a level and seeing the reward... it's not exactly satisfying in the way it presents it. It like, slides into it, with no clear ending of the level. Just feels off. I'm still not sure how I feel about the addition of the special cells. Finally, there was lag when trying to drag select across the entire screen. Would mess up your attempt pretty soundly if you didn't wait for it to catch up.

Shooting Star

Play Shooting Star

May. 07, 2014

Rating: 0

Boring and exciting at the same time. Spraying shots in alternating directions all the time isn't exactly engaging.

colorwars

Play colorwars

May. 07, 2014

Rating: 0

It's interesting, but not very engaging. The shots don't feel reliable enough. (You could increase hitbox size, fire rate, bullet speed, each of which would make it feel more fun, while affecting balance, but you can make other adjustments. I recommend the first at least, if not all.) I like the anchor and warp away mechanic, but it'd be nice if there were a way to strafe, perhaps. Changing color of the bg makes it feel like your shots that are currently out should change as well, but they don't. Consider making them do that, or just changing your character's color and not the bg. I do like the mechanic in this setting though. Maybe another game skill element or few and the game would be pretty cool. Finally, if a colorblind mode were to be made, you could easily just have a light, dark, and gray, with different outlines. Make that sequel.

- Spin Climb - {Green}

Play - Spin Climb - {Green}

May. 07, 2014

Rating: 6

Tilt your head. Bad controls is your true enemy.

! Music Mania !

Play ! Music Mania !

May. 07, 2014

Rating: -4

Major timing issues. Especially noticeable on the ddr clone and keyboard game. Sometimes they'll be on time, sometimes they'll be significantly randomly off. Not much point to having another ddr clone (play ffr if you want a flash game, perhaps?), but the record game was interesting, keyboard game would've been nice it it worked well. Others were annoying/boring. Also, a mute button would be really nice. Btw, if anyone's wondering what the title theme is, it's a remix from Super Double Dragon: Mission 4 (Truck) (pretty good OST imo). See: https://www.youtube.com/watch?v=Dk1ZsTYLDKU

Five Till

Play Five Till

May. 04, 2014

Rating: 3

Beat it. Just... so many things so wrong. Playtest your game. Shoot down aircraft to take out a bomb (. . .). Hitboxes (Landing stage). Killer elevator(!) dodging. Guard mouse lag. Super bullets. Enemy aircraft but guard with no guns. Kill everyone. Take subway with no signs. Squats instead of ducking (just have timer for getting back up to prevent holding duck throughout). Timer ticks while you read instructions. Instructions don't stay until you click (sometimes you have to wait the timer out to see them again). Play Again music overlapping (and stage 1 auto-completing itself). Save everyone. Escape with no resistance.

Scribble 2!

Play Scribble 2!

May. 04, 2014

Rating: -2

I've just made a double comment on Scribble 1 regarding both Scribble games, if you'd like to take a look.

Scribble!

Play Scribble!

May. 04, 2014

Rating: 1

People are having trouble with this Easy badge? I have a crappy mouse now and I don't normally draw or play mouse coordination games (like mazes etc.), but my first attempt was 140.96. 2nd was 100.14 (a page refresh on stage 1 aside). Are you all using touch pads? (And seriously, if you are, buy a cheap USB mouse if you're able to connect one.) In any case, the most difficult thing in this game (in regard to 120 timer) is finding the (1), which gets easier after the 1st time. Make it glow or something. And yeah, a restart option is a must. Have a menu button. I'm also kind of surprised there aren't more modes or sets of drawings. This isn't an amazing idea, but it's decent enough to expound on. I mean, how much effort would it be to make a few more pages of dots and call it hard mode? Or get a little creative and add some mechanics, like points you have to let go (at the very least), and other potential effects. If you want to keep it drawing-related rather than weird (cont.)

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