I love how everyone expects a browser game to be good without a download. The reason it needs a client is because it's too much for a browser to handle. Real games need a Download, hurr durr.
I have to admit, I LOVED this game! It had my skin crawling constantly, and I, who thought I was unable to be scared, had an 'OH SHIT!' moment or two. I've got a specific mind set that allows me to process things on a meta-game system, but you set such a grandiose stage, I simply couldn't resist climbing up. You grasp your audience and make them the 'traveler', or what ever our person refers to themselves as now. 5 stars my good lad, and keep up the amazing work.
This was a fantastic game from beginning to end. Each area presented a slightly new challenge that had you scrambling for the next upgrades to overcome it. I wasn't punished for not having upgrades, but rewarded for buying them. I loved how I completely neglected armor when it first popped up, so I hit the asteroid field and had that "Awww crap" feeling. It was a new challenge to over come, and I loved that. You kept me engaged and feeling triumphant until the very end. An easy 5/5
It's pretty fun for a few minutes, but the amount of effort required to get upgrades is ridiculous, Especially when there are literally thousands of other games like this on Kong.
Great game besides one thing that could be slightly easy to fix. As we buy upgrades and our macho monkey is hurtled at greater and greater speeds, it becomes increasingly more difficult to react in time to grab the bananas so vital to upgrading. This could be remedied in 2 simple ways by either setting the monkey closer to the base of the screen, or in the same line of thought, extending the top of the screen, giving us a better view of what's coming and greater time to react. if you felt like investing more time into the game, an upgrading radar system could also be fun. Other than the want for a slight increase in allowance of reaction time, I loved the game and hope you enjoyed creating as much as I enjoyed playing it.
Absolutely loved it. Hard to put a new spin like this on such an old game type, so Kudos to you. I also loved the trial and error process of it. To be perfectly honest, this is actually probably the funnest point and click game I've played. Because you aren't barred from completion, you have to truly stop and think about possibilities. Compounding items, having a decoy, having really well hidden items, it felt like small victories, yet they left a bitter taste because it wasn't absolute victory, so I simply HAD to keep playing till I got 100% (or 0% as the case may be). Any game that makes you frustrated with nothing less than absolute victory is a winner in my book. Then, just for giggles, I actually waited OUTSIDE the hut. T'was a bloodbath. Anywho, great game, never thought of giving it less than a well deserved 5/5
It finally makes sense to me! You probably got the lisences on some old games, hashed out a few new shiny coins and rolled a deal with Kong. I thought this game looked familiar, I tried and disliked this game ages ago on Facebook. If you're gunna have any success on Kong, You got to have something new/exciting to bring to the table, not some Facebook failure with some re-hashing.
Hey AbyssalInk, thank you for stopping by to leave a comment. Both of our games (Citizen Grim and Mercenaries of War) are ours, developed in our 2 room studio. They're not licenses we obtained from someone else.
With a crowd like kongregate's where we are used to great games for free, Pay 2 Play games are avoided like the plague. Most of the creators want their players to log as much fun into them and then leave satisfied. If you want a decent fan base in our corner of the web, You need to cater to our tastes. You either need to make the whole energy system non-existant, or give us a venue to cultivate it. You can easily go from Pay 2 Play and Pay 2 'Win' and not immediately scare off people with the ration(energy) aspect. Give us a farm, turf to loot, or some such outlet that lets us work for more if it's going to remain in the game. If you want to make it on Kong, you gotta compete with guys like Kupo707, Creator of The Epic battle fantasy series, Or NotDoppler, which comes out with fun polished games every...thursday i believe? Anywho, point is, your game's going to sputter out before it even breathes if we're limited to minimal amounts of play time by rations.
This is a very nice sequel to the Series (I hope it's a series now). The addition of the general class and the slight revamp of the prior classes is also nice. I think some way of buying Exp to a certain level would be nice if you want to try a new class but you're endgame. I think multiplayer should be added if there is a SFH #3, as the current 2 have the same (very solid) combat system, and recycling it a third time seems like overkill for just another single player.
Using the flail and and throwing points into it's damage is really the only way you have to play the game. I went through all 5 lvls without having to upgrade or buy a new flail, just threw points into the skill and vitality.
Perhaps if he was only able to spin in one spot, that would easily nerf the flail to short range, rather than just hold down the left mouse and moving about the map.
@DennisM47, I actually like the drawing style. It feels kinda unrefined, which helps set the mood for the game. It has that feeling of the innocence of childhood, which the story is trying to re-inspire in us.
In the end, I loved this game. Nothing ground breaking, but a nice story with tasteful music and a warm fuzzy feeling to discover in the end.
Loved this game, through and through. The medals push you to keep challenging yourself, the core gameplay was simple but challenging, the music helped add to the mood, and the style is very cute. And, unlike some games, you knew when to end it. After you've pushed yourself, gotten all the badges and upgrades, and want to beat death, you can do it. Bravo good sir, simply bravo.
I find this game highly enjoyable. It's rather difficult to put a new spin on the launch genre, but, as far as I know, you've done a marvelous job creating a unique and fun experience. The balance between upgrades and raw skill is extremely well done. Rather than merely relying entirely on our upgrades, our upgrades allow us to maximize our skill to new heights (quite literally). I felt that all the upgrades were a helping me along the ride, not paving the path to allow me to glide on money rather than skill, besides Extraction power which acts as 'frequent flyer miles'; a reward for our devotion and patronage. Finally, the simple concept of slashing monsters to go higher is both addictive in its simplicity, and also engaging through out each launch; there's really no point where I feel like just setting an angle and letting gravity take hold, I feel compelled to slash and hack more monsters simply because it's fun. I easily recognize the 5/5 this game earned.
Actually my last 6 games or so have all entered beta before general release! Do try it and let me know what you think. :D