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Sep. 09, 2010
The bombs only appear if the player closes off all routes for the enemy. They are clearly documented and will never appear as long as the enemy can find a path to the exit. When juggling, remember never to close off the path completely. OPEN the closed end first and do some mental pathfinding ;)
Aug. 26, 2010
Thanks for the very useful comments guys - the hitTest problem, for some reason, is intermittent. I think this is something to do with the encryption I am using on the game, and I can't reproduce the issue each time...Apologies if this is spoiling the game for some people and Ill keep looking for a solution. It seems to be affecting Kong only at present.
Aug. 23, 2010
Hmm I think some of this is due to the hittests being rewritten as part of the work to integrate the Mochi scores api. I'll upload a different version and see if that helps - sorry!
Would you care to elaborate? :)
Jul. 03, 2010
Same for me - Can't get past the level select screen...
Jun. 04, 2010
Just a quick update - the player now autofires instead of having to press left mouse and I think it works a lot better :)
Look, you dont aim with the mouse. Not sure why you think that is the case. You fire with the mouse, and the only reason for that is because some keyboards I tested this game on couldn't recognise all of the keys when pressed simultaneously.
Jun. 03, 2010
It autosaves the last level played :) The controls were intentionally made to feel like asteroids, although aiming with the mouse would work - I might stick that in as an option.
Dec. 31, 2009
@alphafish - I spent 30 mins trying to reproduce that error but no luck.. how did you do it?
Jul. 02, 2009
Thanks for all your comments - I've taken much on board and have released a major update. Please have another look and let me know what you think :)
Mar. 07, 2009
Well spotted - I've uploaded a patched version w/out that bug.
Feb. 11, 2009
yes - I'm using spritesheets animated as bitmaps in Flash to take some of the load off the vector renderer for speed.
Feb. 10, 2009
Can I just say that many of the issues mentioned here are covered in the instructions! I can't be responsible for "bugs" that are down to people simply not reading what's on screen. :)
Feb. 06, 2009
Ok there are a few small bugs and balancing issues and I intend to address them all - the game is at the stage where it can be shown to the public and the most important thing of all is your feedback :) Thanks fellas.
Dec. 04, 2008
I agree - Bloons TD3 is probably my favorite TD game :D
Oct. 19, 2008
Love the game - one of the best examples of a TD game, simple but compelling
Oct. 02, 2008
Sorry, but those "bounding boxes" around the Asteroids ARE NOT bounding boxes...please....
Sep. 29, 2008
Ok, it's "my version" and it has some differences. I didnt want to do a direct copy of Eugene Jarvis's classic, which I played religiously when I was [a lot] younger. To say it's not even close is a bit unfair considering the very similar ruleset.
Sep. 12, 2008
The increase in speed is intentional and mirrors the way in which the original Robotron increases speed. It is NOT to do with less sprites on screen = quicker!
Sep. 11, 2008
Interesting you should mention CS - the background (Floor) is actually from de_dust, at the top of the ramp above CT spawn ;)
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