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Athrul's Comments

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Clockwork Cat

Play Clockwork Cat

Jul. 10, 2014

Rating: 2

Such a clever game.

City Siege 2

Play City Siege 2

Jul. 01, 2014

Rating: 13

It's so annoying when you shoot a baddie guarding a civilian and he falls and tips over the guy, killing him.

Astrox

Play Astrox

May. 31, 2014

Rating: -3

Well, this game is still unplayable without autopilot. Without it you always turn at snail speed and once you click on a target the accelerators get turned on automatically, no matter where you are facing or how close you are to the target. Isn't manual flying supposed to be, you know, manual? Combat is impossible with the autopilot as well. Not that there was any incentive to deactivate it in the first place. The weapons all aim by themselves as soon as you get in range, making it essentially a idle game. All you have to do is activate stuff that keeps your health up and click on some target to make the ship move out once you can't keep your health up any longer. Personally, I find this boring. I really would appreciate a more action packed combat. This game could just as well be text based right now. It wouldn't change the gameplay at all. Everything happens automatically. You just have to click on what you want to be done. Not my cup of tea.

Tactical Assassin 2

Play Tactical Assassin 2

May. 27, 2014

Rating: 6

Play testing before publishing a game is a thing... Just throwing this out there, since it apparently isn't obvious.

Pixelo

Play Pixelo

May. 02, 2014

Rating: 58

Why can I deactivate the touch mode and not the keyboard mode? It is so annoying to accidentally hit X instead of C, hear the sound indicating the mode change and then get an error because the stupid keyboard mode made or deleted a mark instead of the touch mode changing modes. Also, when I have marked a field with an X and later drag a row of further xs across that mark, why is the original one deleted? I think the first mark you make should indicate if you want to put down xs with your stroke or remove them. And, of course, if a field is marked, you should not be able to attempt to draw into it. This really is a great game, but the mouse controls are simply inconvenient. It's really obvious that they were not the intended mode of control here, even though they are obviously superior when you do use a mouse.

The Visitor: Massacre at Camp Happy

Play The Visitor: Massacre at Camp Happy

May. 01, 2014

Rating: 7

Too many levels in this game have no real function besides making the game longer. The whole thing honestly started feeling like a chore after a while, because nothing new was introduced.

Glean

Play Glean

Apr. 18, 2014

Rating: -9

This game was a lot of fun... For the first hour. After that the horrible menu navigation, the grinding and the incredibly slow progress have more or less destroyed every bit of fun I've had with it. I just go from planet to planet, trying to find new artifacts. And most of the pods have nothing of value in them. Seriously,I finally find a new recipe and it doesn't help me to actually build anything new. And I don't see the use for further upgrades. In order to get the recipes I already have to go down to the bottom of most planets. It's just grinding. Progress without making any real progress. I could have finished the game a long time ago if it wasn't for this 'mechanic'. Just frustrating. If it wasn't for the badges I would have ditched this a long time ago.

Astrox

Play Astrox

Mar. 29, 2014

Rating: 0

I think you should be able to access the news and jobs from your ship. It would also be useful to expand that notification window on top of your active modules. In combat the messages just whizz by and you can't really read anything.

Doodle God

Play Doodle God

Mar. 29, 2014

Rating: 4

Half of the combinations make no sense, I end up clicking the same combinations again and again because there is no way to quickly tell what you have already done, the hints take forever to refresh... This could be a lot of fun, but it becomes a chore after five minutes.

Astrox

Play Astrox

Mar. 28, 2014

Rating: 0

I guess the only thing I don't like about this game are the indirect controls. Everything works by clicking. The direct controls are more a nuisance than really useful. See, my first experience when it comes to space games was Colony Wars: Red Sun and I have always liked games in that vein. In my opinion, controlling a space ship should be a bit like flying a plane and combat should reflect that to some extent; dogfighting, trying to get the rear position and so on. In this game, all that is missing, because the autopilot does everything. I'd like more direct controls. I guess, using the mouse for basic controls, W and S for controlling thrust, and A and D for rolling would work just fine. I don't dislike the autopilot. It's great for navigating and mining, but the combat is just boring to me. Click, wait, repeat...

Developer response from momoguru

ill be fixing up pilot mode so its like a 3d space shoot almost

NoNoSparks: Genesis

Play NoNoSparks: Genesis

Mar. 28, 2014

Rating: -5

Maybe I just suck at this game, but I don't see a way to get the first few lines in the bigger puzzles without guessing.

Grumpy Beaks

Play Grumpy Beaks

Mar. 22, 2014

Rating: 3

I love the way they end up on the ground. But it doesn't quite reach the level of the original. It's just too easy for that (the gaps seem larger) and somehow also doesn't feel as direct when it comes to the physics. In Flappy Birds, when you tap you really feel that it has an effect and when you don't it feels as if the bird is falling like a stone. Not sure if the behaviour is actually different or if it's just an illusion due to the animation of the bird (when it falls in Flappy Birds it sinks into a nose dive). People who found Flappy Birds will have a lot of fun with this game and the multiple birds in this one offer a really great new aspect to the gameplay. It's definitely a worthwile competitor and a great time waster, but, for me, Flappy Birds feels a bit more direct. 4/5

Fragments of Him

Play Fragments of Him

Mar. 21, 2014

Rating: 2

I think this game is wonderful, but the gameplay takes away a bit of the enjoyment. The game just didn't manage to convince me that this was more than a game all the time. The main character removes items from his life to forget, because the items are connected to stories that make him remember. But to the player it's just clicking. The player doesn't learn why seeing that glass hurts so much, why it is so painful to look at that garbage bin. A few more voice tracks could have helped with immersion here. It's only a small issue, though. But I had to convince myself that there was a meaning behind the clicking at some points and it sort of pulled me out of the story.

Developer response from Aceria620

That's indeed the weakness of this version, which was partly done due to the 72 hour time limit, you have to compromise somewhere! Luckily, this problem is being fixed for the final version. We're adding more interactions and different gameplay mechanics throughout the game. Thanks for the response!

Kids Vs. Santa

Play Kids Vs. Santa

Mar. 12, 2014

Rating: 7

This gets boring really quickly. No challenge whatsoever (it actually turns into an idle game towards the end) and waves take unnecessarily long because of the low number of enemies on the screen. Combine that with the bad graphics and sound and you get a perfectly forgettable game.

Give Up

Play Give Up

Mar. 02, 2014

Rating: -8

If the jumping wasn't broken I probably would even enjoy this in some sick twisted way. But as soon as you touch a wall it becomes completely broken.

The Company of Myself

Play The Company of Myself

Feb. 27, 2014

Rating: 2

I can't decide what order the games are best played in. If you play Fixation first you sort of get the correct chronological order (of course, it's actually Jacks own constructed version of the past). But TCoM's ending will hit you like punch right in the gut. All the threads come together, but you pay a high price for it. If you play the games in the order they were released in, you will have some questions after the first game, but by ending in Jacks illusion instead of dark reality you have a somewhat more positive outlook. You realise that he has deep issues, but now you understand them better; at least I think so... I think TCoM -> Fixation is a slightly more satisfying progression for me. I relate to Jack, then I push him away, only to relate to him again in the end, despite knowing what he did. Powerful stuff.

no-one has to die.

Play no-one has to die.

Feb. 23, 2014

Rating: 10

I have played this for the first time when it had received the badge. At the time I was fascinated by it and loved the writing, but I have to be honest, some details still made my head spin. Now, almost a year later I played it again. And now I love it even more. All the loose ends come together. This experience somehow feels a bit like the one the Visitor has in the game. I returned to where I had started, but with more information. And now it all makes sense. This game is brilliant. 5/5

Escape from Flatland: An Adventure of Two Dimensions

Play Escape from Flatland: An Adventure of Two Dimensions

Feb. 22, 2014

Rating: 1

The combat is much too sensitive.

Glean 2

Play Glean 2

Feb. 20, 2014

Rating: 7

Well, my progress has come to a grinding halt. I have every kind of artifact, none of which I can build a recipe with and none of which I can build an advanced recipe with. My guess is that I have to find some new materials and grind their sources for hours, but, to be honest... I just don't see why I should. Progress in this game is so incredibly slow. It's really nice too look at and the sound is good too, but those can only keep me playing for so long. I see why some people might enjoy this sort of style, but for me it's just too much grind.

Glean 2

Play Glean 2

Feb. 20, 2014

Rating: 2

Would e cool if I could actually see my health and fuel while consuming items. How am In supposed to know how many are enough. Always having to exit the menu to check is annoying.

Developer response from okaybmd

On each of the Consume buttons there is a small bar, that shows (even blinking) how much you would get per each item (as a percentage of the full width of the button)

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