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DualForce Idle

Play DualForce Idle

Dec. 17, 2021

Rating: 1

Just did my daily refresh and game is hanging on load for me as well Mage :(

World explore

Play World explore

May. 10, 2019

Rating: 6

Very nice little idler/world builder, am on my 2nd playthrough. However, I feel the game would be greatly improved with a randomly generated map or the ability to change terrain in end-game tech. Also, if you really want to bring the functionality of roads/wires/pipes back then I would suggest that you ramp up the cost multiplication on additional storage/batteries/tanks quite considerably - as it is I can basically spam them out and get full coverage with almost no road networks needed. However, if you are going to do this it would be wonderful if you could find a way to allow roads/pipes/wires to cross paths, or even to be laid over/under each other on the same tiles!

World Idle

Play World Idle

Sep. 08, 2015

Rating: 0

... a Financial District or similar, that purely generates cash. If you want to throw in a population destabaliser to balance it, have the % of population working in this building type cause a negative effect on mood - nobody enjoys office work. Just a suggestion, but it would give people a workable method of gaining increased cash production that wasn't directly linked to the total population/consumption rates but instead could be manipulated by worker distribution. Other than that small balancing issue, which I accept may well be intentional to slow rate of growth down a little, this is a wonderfully thought out and executed idle game, thank you.

World Idle

Play World Idle

Sep. 08, 2015

Rating: 0

Having invested many more hours than I would care to think about in various idle games, I must say I really am enjoying this one. Overall the pace is slow once your production is all up and running, but still fast enough for a true idle game. The 'bonus years' system works very well to balance this and is much appreciated. Having now reached 100m pop I feel I have had time to explore all the mechanics, except Genetics. I like how you can, in general, balance your production and economy, tweaking it to suit specific needs, eg/ underproduction of medicine seems to be a key factor in controlling population fluctuation... should you want to do so. However, I feel there is one thing lacking; initially my production issues (for building additional farms to increase pop) were with wood - I could easily solve that. Now my issue is with generating enough cash, which I have not found an effective way to solve. So, my suggestion would be to add another building type...

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