Games Achievements My Kong Sign In

Asmun's Comments

Comment

Sands of the Coliseum

Play Sands of the Coliseum

Jun. 03, 2012

Rating: 12

I'm sorry, but a person who just had his leg cut off should not be capable of dodging.

Sands of the Coliseum

Play Sands of the Coliseum

Jun. 02, 2012

Rating: 1

Please fix the glitch that causes enemies to attack downed characters. It makes the unnecessarily long battles even more unnecessarily long.

Sands of the Coliseum

Play Sands of the Coliseum

Jun. 02, 2012

Rating: 3

Defense says "Increases chance of blocking", but is that really all it does? If that's it, then that's stupid, 'cause blocking is rarely a good idea unless you just use Shield Bash, and that's not even that great of a skill. It should reduce the amount of damage taken overall, regardless of what the character is doing or wearing.

Sands of the Coliseum

Play Sands of the Coliseum

Jun. 02, 2012

Rating: 0

My opponents suddenly started attacking my dead guy...

Sands of the Coliseum

Play Sands of the Coliseum

Jun. 01, 2012

Rating: 0

My opponents keep attacking my third (bottom) row character even after he's been defeated, though not killed.

Sands of the Coliseum

Play Sands of the Coliseum

May. 31, 2012

Rating: 3

Seriously, when one team can't possibly win, the match should end...

Sands of the Coliseum

Play Sands of the Coliseum

May. 31, 2012

Rating: -3

Needs a Surrender button.

Sands of the Coliseum

Play Sands of the Coliseum

May. 31, 2012

Rating: 0

Going straight from fighting a single level-2 enemy to fighting two level-3 enemies seems a bit too large of a ramp up to me...

Sands of the Coliseum

Play Sands of the Coliseum

May. 31, 2012

Rating: 2

Suggestion: When using a two-handed weapon, the second weapon slot should become a place to put a one-handed back-up weapon to be used in case the gladiator loses one arm, like a knife strapped to his shin, you know? Seems a good gladiator would be prepared like that.

Paladog

Play Paladog

May. 14, 2012

Rating: 6

You could really use an editor for the text... I'd do it for free...

Boxhead: The Nightmare

Play Boxhead: The Nightmare

May. 12, 2012

Rating: 1

Not that it makes much of a difference, but my mini-turrets are having their ammo automatically refilled after each wave, rather than me having to replenish them, even though I use all four every round.

Boxhead: The Nightmare

Play Boxhead: The Nightmare

May. 01, 2012

Rating: -1

Also, did anyone notice that there are a few weapons that have the same names, e.g. flamethrower, minigun, etc.?

Boxhead: The Nightmare

Play Boxhead: The Nightmare

May. 01, 2012

Rating: -2

Obviously much better than before, but I'm still tweaked about the ridiculous kill requirements to unlock weapons. Make them require different weapons and lower the count, please!

Boxhead: The Nightmare

Play Boxhead: The Nightmare

Apr. 30, 2012

Rating: 0

Wave 48 of _test: The mechanical walker enemies spawn, then move, then stop, and don't do anything else. No shooting, no more moving. When they die, more spawn, as they should, but they end up doing the same thing.

Boxhead: The Nightmare

Play Boxhead: The Nightmare

Apr. 29, 2012

Rating: -1

You mention that you have a full team of people working on this stuff, so how is it that no one thought that it might be a bad idea to port a Facebook game directly to a game-centric site without any modifications?

Developer response from SeanCooper

I hear you. Sometimes you try things and they work, sometimes they don't. We're all people and make mistakes. This one won't happen again :-)

Boxhead: The Nightmare

Play Boxhead: The Nightmare

Apr. 29, 2012

Rating: 0

In addition to lowering the outrageous kill requirements to unlock new weapons, why not make them unlocked with different weapons, rather than just having one long chain of unlockables, forcing us to use very specific weapons for ridiculous amounts of time? I want to be able to switch between at least a couple different weapons and know that I'm making progress with each of them, rather than placing four worthless turrets and wasting the rest of my time and kills...

Dash'n Knights

Play Dash'n Knights

Apr. 29, 2012

Rating: -1

You know, I would absolutely love to see a game like this with a bit more action and speed. If you make a sequel, consider removing the "Push Force" gauge, and make everything happen in real time. I can only imagine it would be quite a bit more difficult to manage as a game developer, but I also think it would be much, much more fun.

Dash'n Knights

Play Dash'n Knights

Apr. 29, 2012

Rating: 0

When I attack an enemy, and he bounces back into me, what determines whether or not I get to attack him when we touch?

Dash'n Knights

Play Dash'n Knights

Apr. 29, 2012

Rating: 0

Gets a bit glitchy when player and enemy die simultaneously. Gave my dead character a meaningless turn.

Zombie Last Night 2

Play Zombie Last Night 2

Apr. 26, 2012

Rating: 1

Needs autofire.

Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2025 Kongregate