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Game comments and reviews
Jul. 06, 2011
I'd like to see the throne enhancements give some sort of even slight gameplay passive bonus or something, and I keep accidentally clicking 'menu' on the bottom left to go back to the map when I'm finished upgrading from my castle. Otherwise, this is a truly excellent game and very fun.
Jul. 01, 2011
Really good shmup. If you replaced the 'score' level-up bonus with a flat-damage bonus (since all the other bonuses directly enhance your ability to fight or gain more levels faster), perhaps included a flat defense upgrade as well, or maybe a "dodge" change upgrade to go along with the crit/pierce ones it'd be better. I'm looking forward to the sequel.
Jun. 30, 2011
There's just SO MUCH TO DO in this compared to most of these flight games, SO many different options and combinations of equipment -- and of course, it's very well-made and very fun. Excellent job!
Jun. 16, 2011
...Well, upon playing Endless for just a bit longer and being on the verge of just wasting the rest of my lives, I found that he DOES indeed inherit his Hard Mode abilities eventually but it's, what, 50 rounds in? You've long since stopped gaining powerups by this point and you have a good 20 rounds or so of nearly-unlosable monotony, so yeah, this mode should be changed so that your powerups are spread more evenly, you can get further fire/missile powerups, bombs/lives continue to spawn at least rarely (actually, being Endless, lives probably shouldn't spawn at all), and the boss increases in difficulty at a slightly faster rate.
Totally decent game, but there are several things I'd like to see improved or changed, if not in this game, in a sequel; The amount of bullets going crazy all over the screen is superfluous and eye-straining with the black-and-white design choice. Further weapon upgrades serve only to deplete the boss's health meter faster, so the players' bullets could be minimal visually to achieve the same effect and not get in the way of, say, seeing powerups that may pass by in your shower of pellets and missiles. Also, Endless Mode should be enhanced to start easy and gradually get harder, eventually giving the boss his bullet spew from Hard Mode and continue getting even faster and faster from that point. As-is I feel like I cannot lose, with only 20 minutes; worth of gamepaly experience, and it's boring with no more upgrades spawning after the first few rounds.
Jun. 14, 2011
very intriguing for such a simple game.
Jun. 12, 2011
Quite simply, my new favorite "fly + upgrade" game. Absolutely amazing work; the style, story, music, and gameplay are all phenomenal.
Apr. 03, 2011
There really, REALLY needs to be an option to remove that stupid "doubleclick to use subweapon" thing. I want to use a mouse to move so I can more accurately dodge bullets, but I want to use a keyboard to activate my subweapon and bombs, while left-clicking to shoot my main weapon because it just feels natural and comfortable. I find that it's much, much, MUCH more beneficial with most characters to wait until your primary weapon's charged up to shoot it, and once your primary weapon level is halfway decent it'll almost always be full even if you tap the shot button quickly. Of course, with that "double click to use subweapon" crap you end up wasting your subweapon time and again, yet I STILL find this by far more powerful than just holding primary or checking autofire, secondary weapon wastefulness be damned. I'd love an option to turn that off so I don't have to either uncomfortably press Z over and over or waste my subweapon constantly.
Nov. 19, 2010
Man, this is one of those games where the root gameplay is something I'm not even that into, and I constantly misjudge the position of a falling cake so badly I'm never gonna get a good score... yet due to the flat-out charm of the presentation, I cannot for the life of me stop playing it.
Though the "cartoon animal" based similar games are a little cooler in my own opinion, this is really fun and it's great to have one that's REALLY a rocket for once! I'd love to see some improvements, though; such as the accelerator issue outlined by Lumin, more interesting things to run into, early money pickups actually being worth grabbing at all, etc.
Really great, I much prefer this over the more popular 'castle crushing' games; I hope to see a sequel with many more stages, and more fun types of ammunition. Diseased Corpse was a great idea, haha!
Nov. 18, 2010
Oh, and there should be a way to tell when you deal a critical strike, as well as a status screen that tells you things such as your HP/MP numerical value and your critical strike chance.
This is an excellent game, as simplistic as it is the ideas behind it and the gameplay itself = well-done and satisfying. I highly recommend a sequel with skill resets, more stuff to do, a greater variety of enemies, more bosses, equipment with passive bonuses and perhaps more characters or skill trees.
Jul. 25, 2010
Been trying to get this since the day I joined Kongregate. Just got it with 221 seconds. Oh, happy day, oh happy day. Also, lol @ my previous comment being so high-ranked.. I'm glad I wasn't alone in that.
Oct. 05, 2009
I've been trying this every day for weeks--there's so many random elements that can go wrong, and always seem to after 4,000 meters. 4,900 there, and I failed. I dunno how much more I can take.
Sep. 18, 2009
Pierce the heavens... <3 gurren lagann
Sep. 17, 2009
You heard this song on Castle Crashers
Sep. 14, 2009
This has got to be one of the greatest and most ingenious 'get as far as you can' flash games in a long time. I swear, hearing that banana shoryuken is the most satisfying thing ever.
Sep. 05, 2009
...Knytt, even.
It's like a weird, super-violent Knitt. Lovely!
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