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Sword Fight

Play Sword Fight

Feb. 03, 2021

Rating: 0

BUG: When I'm in the Mastery Tab > Skills. If I have no skill selected it says "Copy Master #1", "Copy Master #1", "Copy Master #1". They all say "Copy Master #1" instead of 1, 2, and then 3. I don't think it was like this before, so something may have had to be done to trigger this. Not a huge deal, but can be a bit confusing.

Synergism

Play Synergism

Aug. 31, 2020

Rating: 5

Most of the buttons and other objects in the game display information when hovered. This includes the achievements, reset buttons, runes, etc. However, the exception to this is the challenges. It would fit with the overall design of the game to have challenges operate in the same way as everything else. It would also save the user clicks and be faster if clicking the actual challenge also started it, just like how clicking a reset button actually performs the reset instead of bringing up a menu to click an extra button to perform the desired action. It would also prevent there from being 3 separate buttons needed to test if you can beat a challenge, 1 - click the challenge button, 2 - click the start button, 3 - click the leave challenge button. I understand this becomes automated and the developer may have already changed this for the upcoming patch, but I was just hoping they might see this and take it into consideration.

Synergism

Play Synergism

Aug. 30, 2020

Rating: 0

QoL sugesstions, 1 - Clickable buttons should change color when hovered, probably to something subtle like gray. You may need to a class to all clickable buttons, and then look into the CSS psudeo-class ":hover". 2 - On the challenge page, hovering a challenge should display it's stats, clicking the button should actually start it and clicking it again should stop it. Right now, players need to click the challenge button to see the stats, click a second button to start it and a third button to stop it.

Synergism

Play Synergism

May. 05, 2020

Rating: 4

I no longer start transcensions with auto-buy accelerators unlocked. I believe this is from starting, quitting, and/or completing the No Accelerator challenge. This may be a new bug from the update (1.05). I had already obtained unlocks that allowed me to retain all auto-buyer upgrades when transcending. (These specifically are in the fifth block of upgrades from the left and are the ones you buy with diamonds in the upgrades tab.) Now, I have to buy just the auto-buy accelerators upgrade once per transcension, while all other "auto-buy x" upgrades automatically unlock/purchase upon transcending. (The auto-buy accelerators upgrade is retained through prestiges.)

Idle Skilling

Play Idle Skilling

Oct. 12, 2018

Rating: 3

Clicking still shouldn't be added. If you limit clicking and make it very powerful, it will only introduce babysitting, where players are encouraged to often check on the game to click. If clicks have short cooldowns, players now need to constantly babysit to click. Both also encourage 3rd party automation. Making clicking limited and weak, will basically make it pointless. There are also a lot of screens where clicking could be a thing, which would be tedious. If clicking has to be introduced, the only workaround is to eventually allow clicking to be fully automated in-game.

Idle Skilling

Play Idle Skilling

Oct. 12, 2018

Rating: 15

Please don't add clicking to the game. It's going to be super difficult to do it well with so many screens, it will promote auto-clickers, and Flash tends to lag when clicking a lot.

Developer response from lavaflame2

Dont worry, I have never been a fan of clicking. My earlier mention of clicking would be something thats REALLY powerful, but you can only do it every few seconds or few minutes, that way auto clickers are useless and there is no lag

Press The Button

Play Press The Button

Jul. 06, 2018

Rating: 5

"You will also gain an EXTRA time crystal for every 10s spent offline." I shut the game off last night and recorded the time and number of time crystals (TC)I had. - TC when shut off: 2806. - Time spent offline 9h 26m. -TC total when I returned 6208. TC earned 3402. If you work that out it's about 1 TC every 10 seconds. I should have made an additional 6792 TC from my Time Crystals upgrade (1 TC every 5seconds). The game seems to track no offline progress other than 1 TC per 10 seconds. I did not gain an EXTRA TC per 10s offline, I gained ONLY 1 TC every 10s when offline. As well, when the game lags you seem to earn your TC slower than the upgrade says. At one point I was supposed to make 1 TC every 7s, but instead was gaining 1 TC every 12s. It'd be nice if the game actually had offline progress, as it seems to have a memory leak and leaving it running for long periods causes lag, I also dislike having to leave the game open to earn my TC from the upgrade.

Pixels Filling Squares 3.0

Play Pixels Filling Squares 3.0

Mar. 12, 2018

Rating: 88

Also, a total pixels per second (the combined amount of all tiers or colors). I know this was suggested for the previous game.

Pixels Filling Squares 3.0

Play Pixels Filling Squares 3.0

Mar. 12, 2018

Rating: 1

I don't know how important this is, but any way to indicate when a lower tier fills past the displayed maximum? For instance, if I have 10 pink squares that means I should have 1000 white squares (or 10 sets of 10x10 white squares). When I'm looking at the white squares, only one set of 10x10 will fill up visually, the rest filling up happens "off screen". What if when when set of white squares filled up, that set moved to the left, revealing the next set of white squares to fill? Or, (if that's too CPU intensive or might look bad at really high filling rates) what if a slightly darker shade filled in over the normal white shade, then another layer of the normal white shade, the two shades alternating until the actual maximum limit is reached? Something to visualize the filling of lower tier squares to the actual maximum.

Developer response from Moczan

I'm working on adding some more ways to show data, including current/max fill, thanks for suggestions!

Fisher-Diver

Play Fisher-Diver

Dec. 11, 2017

Rating: 3

I found myself a bit bored by this one. The controls work very well and the game definitely has the atmosphere down. However, I found that the gameplay was very repetitive and the story doesn't merit enough interest to make up for that. Upgrades, storage capacity, and oxygen all feel like barriers put in place to stretch out the gameplay. The upgrades help, but aren't very satisfying. Also, the game suffers from "keeping fish intact". It's not fun to shoot and wait for bleed out, let me just hunt and remove "in-pieces" penalty. As well, the graphics make it difficult to tell what any part of the fish is and I have no indication if a fish is bleeding out or just injured. Finally, the story is done well, but it's nothing new "the hunter becomes the hunted". If I didn't have to sit through a loading screen before and after each day, and instead the game was done in a more "flowing" manner I would probably rate it higher.

Idle Intelligence

Play Idle Intelligence

Dec. 07, 2017

Rating: 5

The games major flaw is that you have to rely on the random users logging in to make any real progress in the game. My next closest two upgrades cost "Chef Hats " (Don't know the real name) and "Search for Ex-Girlfriend", but none of the standard processes gives those, or at least not as far as I can tell. I have to wait for the right user to log in. Also, users produce way more of the main currency than the other processes. I get the idea of that you are rewarded for active play, but the game quickly revolves around random users if the player wants to make real progress. Perhaps certain quibit upgrades will allow the player to pick certain resources. Aside from what other users have mentioned, I really enjoyed my first few hours with this game. It has a solid base to build upon.

Giants and Dwarves TD

Play Giants and Dwarves TD

Nov. 28, 2017

Rating: 8

The graphics are nice and the concept of a "vertical" tower defense is unique (most tower defense games are isometric which gives a 3D like environment). However, looking at the Best Comments on Kongregate reveals a simple strategy that works for most levels, removing some of the strategic elements. Also, with no way to speed up the game and some levels being 30+ waves long, and towers and tower upgrades being very generic (all upgrades except the last just stack on an addition identical tier to the tower) the tedium quickly sets in. It's boring to slowly wade through 15 waves, only to see that your swordsmen couldn't hold off a few small units, causing you to lose a 3 star rating. Even if not going for 3 stars every level plays out in a very similar way. The speed is just too slow and needs a 2x and 3x speed. Overall, I give the game 3/5 stars.

Multi Miner

Play Multi Miner

Nov. 15, 2017

Rating: 6

If the number of tasks are limited doesn't that sort of force the player to prioritize increasing task value and reducing upgrade cost before other upgrades? Basically Upgrade Points are limited because they only come from Tasks and Tasks are limited. I'm not certain if it can happen, but if a player never increases task value and never reduces upgrade costs, it seems like you could run out of Upgrade Points if you don't upgrade things just right.

Idlefall

Play Idlefall

Aug. 25, 2017

Rating: 10

Lag Mode doesn't seem to work properly. - 1 - It combines the blocks, but the lag still seems to be there. - 2 - Let's my lag mode block is worth 15 points, supposedly I should get 15x the points when it hits my paddle, but do I also get 15 chances for a critical hit? Does it increase my paddle's fill 15x extra? If my paddle fills in one hit, do I receive 15x the amount of paddle multiplier? It seems I get less points with lag mode on. - Why not just have a mode that doesn't render the blocks nor animate the critical hits, and call it no graphics mode? You still earn your bounces and points based on the mathematics, but the game doesn't have to render multiple on screen boxes.

The depths idle

Play The depths idle

Aug. 25, 2017

Rating: 6

This game has some really interesting concepts going on here combined with some decent graphics and it takes up minimum system resources. However, as others have mentioned the lack of tooltips and no apparent way to speed up the drill cooldown is almost completely ruining the fun. Knowing that no matter how upgraded my drill may be, every trip into the mine is going to take an arbitrarily set amount of time is enough to make me not want to continue playing.

Get A Little Gold

Play Get A Little Gold

Jul. 10, 2017

Rating: 2

[continued from previous comment] ---. Other things are troublesome too, and again, made worse by the update. The amount of shards given, even on infinite runs, isn't worth the effort. I have to select the option to buy 1x,10x, 100x, for each individual building instead of for all buildings at once. Buying multiple shard upgrades at once is a pain as it must be done one-at-at-time and at random. The interface is working against itself here. ---. That's all I have to say, it's a unique clicker game and I did enjoy it for some time, but it's unfortunately become very tiresome to play.

Get A Little Gold

Play Get A Little Gold

Jul. 10, 2017

Rating: 2

I initially enjoyed this game, but for an incremental game it's fundamentally flawed by design. You have to keep redoing time challenges in order to unlock new items, but you also have to babysit the game to get a good time. More so, the mine upgrades linked to critical clicks mean that I should ideally be clicking as often as possible or else I end up with a much weaker upgrade. The overall effect is that I have to babysit the game for hours on end in order to make decent progress and then as soon as my setup gets going I beat the time challenge and repeat, which isn't fun. ---. Another flaw is that research takes time and can only be sped up with certain upgrades, but you have to do several runs to speed up research. So it's always time spent sitting and waiting. ---. Further, after the update it's even worse as it takes even longer to complete a challenge. I'm not having fun constantly rebuilding my mining base over and over. ---. [continued in next comment]

Pixels filling Squares

Play Pixels filling Squares

Jul. 02, 2017

Rating: 1

Auto-Collect only collects when all the boxes of the highest gen are filled. So even though it may look like gen 1 is "full", there are actually boxes not represented that still need to be filled before a collection. however, maybe you meant that even what I explained isn't working then I don't know.

Revolution Idle 2

Play Revolution Idle 2

May. 20, 2017

Rating: 4

Are the pink and white rings (the last two), supposed to only cost $1? And when they reach level 100 is the ascend cost supposed to be "undefined"?

Idle Tower Defense

Play Idle Tower Defense

May. 13, 2017

Rating: 5

1.) As mentioned before placing towers without seeing range needs to be fixed . - 2.) The daily code box needs to allow copy-and-paste. - 3.) Daily codes should be usable for at least 2 days so players have a chance to redeem codes due to time-zone differences and other issues. - 4.) The daily code box needs to give feedback when an improper or no longer valid code is used. Some feedback like "code invalid" and "code expired". - 5.) The game might benefit from tooltips to explain things more in depth when the mouse hovers over buttons and other stuff. Although there should be an option to turn this off if it's added

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