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BDR1985's Comments

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bit Dungeon

Play bit Dungeon

Sep. 18, 2012

Rating: 1

Really nicely crafted Zelda 1/Smash TV roguelikeish type game. I gotta agree with the other dudes about the single mouse button control being a bit much as far as block/charge goes, but otherwise this is pretty fun! I can't wait for the updates.

Innkeeper

Play Innkeeper

Apr. 06, 2012

Rating: 0

I can't seem to get any points for service comments, what's the deal?

MegaCity

Play MegaCity

Feb. 15, 2012

Rating: -4

Man, what the hell. Sim City is nothing like this. If you're going to rip on the game, rip on an actual flaw like that the game isn't really interesting for long periods of time or perhaps that it's based in luck whether you can steamroll things or just lose, not on something that anybody can disprove in a second with GIS.

Moby Dick 2

Play Moby Dick 2

Dec. 08, 2011

Rating: 0

Kaytti: You need to use boosts for the aliens. Fortunately you can redo your points choices at any point, so just take your diving points, put them into boost, get your boost ready and then boost for your jump (just before you leave the water) and smack that stupid martian out of the sky. Then put the points back into diving so you can eat 'em for your troubles.

Zombie Minesweeper

Play Zombie Minesweeper

Oct. 22, 2011

Rating: 0

I like the concept of having to balance solving minefields with moving quickly to avoid being hurt and killed. Pretty fresh take; nice work.

Pingy the Ping Idle RPG

Play Pingy the Ping Idle RPG

Oct. 14, 2011

Rating: 6

I should have really guessed this much sooner but I don't believe you fully playtested your minigames or their quests. It was there in the casino games' ridiculously low chances of success, it was there in the seal-whacking game's generation, and it's there in the snail-catching game's generation, but it was in the target practice game that it was cemented in my mind. A target that bounces randomly all over the place every half a second on the dot has no related skill that can really improve; sheer bloody-mindedness and repetition are the only options to counteract the random generator's lack of goodwill in giving the player a chance. I really think the best thing you can do is play through the quests yourself or watch a friend play through the quests and see firsthand what is really lacking in the game.

Pingy the Ping Idle RPG

Play Pingy the Ping Idle RPG

Oct. 14, 2011

Rating: 3

Another problem I have with this game is the Whack-A-Seal minigame being rigged, as the seal time-out timer (aka how long they remain on screen before disappearing and ending combos) is independent of their order in a group raising their heads all at once, meaning that I cannot be sure that if I whack the seals in order of appearance that I will maintain my combo (I have seen it happen way too many times where I do exactly this and a seal that came up for air last disappears literally 1 second after coming up to be a coincidence). This is extremely irritating behavior, especially since it's the most consistent and fastest means to gain experience besides fishing. I wouldn't mind if general time goes down, but if multiple seals go up I need a consistent method to kill them all and I don't see why my method shouldn't work.

Pingy the Ping Idle RPG

Play Pingy the Ping Idle RPG

Oct. 14, 2011

Rating: -32

Also, I know it was supposed to be a joke, and this is a game that has the (very stupid) joke with claiming Peter Parker is Batman, but the quest description claiming that whale endangerment is hyped by whale farmers is kind of stretching the line what with the misinformation that already exists about wildlife endangerment in general (not only that, but the major concern with wildlife endangerment is that ALL of the wild members of a species will die and leave only members who have only ever known captivity and human exposure, which has a huge effect on behavior and how likely they'd be able to survive on their own in their native habitat. It doesn't help that it's not a very funny line.

Pingy the Ping Idle RPG

Play Pingy the Ping Idle RPG

Oct. 14, 2011

Rating: 0

The 21 quest line *says* you can beat it by getting at least such and such a score, but it really requires an exact score of whatever. I got a 21 before an 18 and the quest for a score of 18 on the game did not activate. At least I got the score of 20 and 19 before the 18 score.

Colony Defenders TD

Play Colony Defenders TD

Oct. 10, 2011

Rating: 2

The three best units for damage are the missile launcher, artillery cannon, and ordinary trooper. Everything else is cost-ineffective by comparison when fully upgraded, including the elite troopers, ion cannon, and disruptor. As a prior comment says, very nice looking, but poorly balanced.

Little Cave Hero

Play Little Cave Hero

Aug. 28, 2011

Rating: 18

The money-grubbing measures in this game are appalling. If this were a standalone game I would have happily bought it for $20, but no effing way am I going to plunk down $60/$100 so that I don't have to keep rebuilding all the tools I need to finish dungeons (if I can even finish things quickly/effectively with just unbreakable tools). Consider this a lost sale.

Legend of Kalevala

Play Legend of Kalevala

Jul. 07, 2011

Rating: 1

kitten1257: did you try hitting spacebar? I'm guessing not.

Xonix 3d

Play Xonix 3d

Jul. 07, 2011

Rating: -2

I've never heard of Xonix, but I did play Jezzball and holy shit is it similar. I definitely prefer the control scheme of this game to Jezzball's, although Jezzball lends itself to being more a thinking man's wall-creator and not quite as arcadey as this is (not that that is a bad thing, quite the contrary). Really, really nice, and if you ever think of doing something with this besides just a retro upgrade I'd surely play a game like this with expanded stuff (more ball types, more powerups, more level designs, etc.).

Check Flag

Play Check Flag

Jul. 05, 2011

Rating: 309

So there are two things I noticed: one is that as has been mentioned (and is apparently a problem even on hard) the AI does not protect the flag, which as the term is even in the title you'd think would be mandatory (i.e. if the enemy threatens the flag you *must* defend it if you possibly can); the other being that piece layouts are randomized every game, which rather diminished the 'puzzle' aspect in my eyes (you'd need an extremely sophisticated generator indeed to make puzzles of a consistent difficulty every time, and it's hard to swallow that this is one as opposed to the standards for difficulty just being lowered.. which it sounds like it has in other comments, too). I am enjoying it, at any rate, and I'd like to see more, although if you could personally design the puzzles next time I'd really appreciate it.

The Adventures of Dear Explorer

Play The Adventures of Dear Explorer

Jul. 04, 2011

Rating: 7

That was a pretty enjoyable romp. I would definitely like to be able to replay levels and have a completion counter so I don't miss things, and I sometimes felt like the effects of the upgrades were not the most noticeable (but gun upgrades definitely did numbers on the bosses, by golly). I also sometimes felt like the difference between just turning in a direction and moving in a direction wasn't tight enough to where I could always just turn or always move. I'm really looking forward to any kind of sequel you might do, though.

Bed and Breakfast 3

Play Bed and Breakfast 3

Jun. 30, 2011

Rating: 14

I hated the inflation-for-having-too-much-money in the last game and it's even worse here. It doesn't actually make your game harder or any more interesting. What you might have been trying to do (dynamic difficulty for better play) can be accomplished in a far less frustrating and unintuitive fashion by actually taking a goddamn minute and playtesting the stupid thing, then creating FIXED goals and FIXED prices that achieve the level of difficulty you're shooting for. This whole thing where a kitchen upgrade can cost $500 if you have $400 or $1000 if you have $1000 is complete bs and you goddamn know it.

Sym-a-Pix Light Vol 1

Play Sym-a-Pix Light Vol 1

Jun. 06, 2011

Rating: -6

Full explanation of the verifer problem I'm having - it doesn't tell you if you're *missing* walls, only if the walls you have up aren't correct. Add + to get a fix for this.

Sym-a-Pix Light Vol 1

Play Sym-a-Pix Light Vol 1

Jun. 06, 2011

Rating: -5

This is not a bad concept, but I agree with crsunlimited that the game verifier is goofy; when I gave a 20x20 puzzle a try, I started the way I had started on the 10x10 - the sides - but then ran into a situation where none of the ways to make sensibly divided shapes seemed to result in suitable confinement according to the game. Irritating as hell and makes me want to just spam walls all over the place instead of try to play properly.

The Pocalypse Defense

Play The Pocalypse Defense

May. 30, 2011

Rating: 4

I noticed a sound bug that is lagging the hell out of my game now (it involves the laser which, as has been mentioned, is OP as fsck even if you only up to 3/3/4 [damage/clip/reload]). If you could fix it so that this didn't happen I'd be a bit happier (laser zap noise plays constantly now, won't stop, and lasering more adds the sound again to the whole; might be a thing where I finished a clip at the same time as the music looped and confused the game or something).

Faultline

Play Faultline

May. 16, 2011

Rating: 1

I'm reminded of the concept of tesseracting from Madeline L'Engle's "A Wrinkle In Time". This is a pretty awesome handling of such in a platform/puzzler, and the packaging as usual from you is pretty darn good as well.

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