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Game comments and reviews
Apr. 17, 2014
Needs a level progress bar
Whenever there's a farmer after a hoplite or two branches in a row, it doesn't matter how early I'm aware of the second obstacle, my character just does not execute the spear/duck animation effectively if at all.
Dec. 12, 2012
How come there are so many games on Kongregate, yet a Papa game seems to get badge of the day quite frequently?
Nov. 30, 2012
No.
Nov. 23, 2012
Could have been good, but the inconsistent jumping, in a game that depends on jumping, makes it terrible.
Nov. 20, 2012
Something's wrong with Kongregate. I'm almost certain I've played this exact same game 6 or 7 times before, yet I can't seem to find my save progress.
Nov. 18, 2012
Watching Andy's turn and playing against him in the mini-game for money again and again and again is very tedious.
Nov. 13, 2012
Has there been a new update since I last played this? Something must have changed, because I'm lagging like a bitch now. If I take my fingers off the keyboard, my character will still be moving around for 3/4 seconds afterwards. Fame training is too risky like this!
Nov. 12, 2012
If you're doing bad on a particular hole, you can quit via the bottom left button and then re-enter the game by continuing your current round. This will let you start the hole again without penalties. Also, the wind conditions change each time you do this, so you can keep 'refreshing' until you achieve favourable conditions. All this effectively makes it a 'hole-by-hole' basis for the hard badge (although you still have to play them in order).
Nov. 10, 2012
Currently, part 1 of the comment walkthrough is on +2866 and part 2 is on +2865. What monster would do this? *twitch*
Nov. 08, 2012
Here's a tip to make the items you're supposed to collect move on their own, something which has helped me numerous times: Place a rectangle of walk planks around the item (let's say it's a crate), so that the crate is in the centre. Have it so the crate will sit on top of the bottom walk plank when you test it. Then get another walk plank and connect it from the bottom left corner of the rectangle to the top right so that the plank runs through the crate. When you play, the crate should now move leftward on its own within the walk planks. To get it to move right, connect the diagonal from bottom right of rectangle to top left. Hope this helps! It has got me many KISS awards!
Nov. 05, 2012
Great game! But kufc these kufcing controls. Having to think about every key press just to make sure I don't kill myself one way or another.
Oct. 30, 2012
The Jennifer levels suck so much. Game is fun for a long time, but I can't give it 5 stars since the game later descends into complete frustration and, at that point, is not enjoyable at all.
Oct. 24, 2012
32,006 points using the 3 ninjas and a cat strategy. The cat's special effect (rapid increase in your team's fire rate) wears off only seconds before your fully upgraded special bar fails, so you can use it very frequently. Try to max out your candy ASAP and kill EVERY enemy (I only let about 7 in total escape) and collect all dropped candy. You don't need to fret about upgrading attack or speed in the early waves as they are manageable with your base stats (my base stats were +75 with the General rank for anyone wondering).
Oct. 23, 2012
1 cat and 3 ninjas was working very well for me when fully upgraded. Could use the cat's ability again seconds after its effects wore off. And then wave 18 happened. Is the idea to gather the 30k points before wave 18 (I was pretty close when I died)? Or if anyone can post how I'm supposed to deal with said wave, that would be appreciated, since I understand it must be feasible if there are 50 waves.
The first several waves feel sooooo slow, when you've just been killed in a much higher survival wave.
Oct. 22, 2012
My own panic tactics were to send messages to the bugs. Most commonly: 'Death', 'from', 'above', 'you', 'relentless', 'bastards'.
Oct. 18, 2012
That broken tibula loot for 100 enemies tackles looks a lot more than a broken tibula...
Oct. 15, 2012
I might actually have liked this if it wasn't some pulsating, headache-inducing, ear-torturing frenzy of frustration.
Finally got the impossible badge. Frustrating having to wait for all luck-based factors to come together for it; If I wanted a guard to turn left, he'd turn right; if I wanted him to move somewhere, he'd either not move, or walk into me whilst I'm invisible. On some of the later levels in particular, you'd have to wait 20 secs before you could even move and tell whether the mission was feasible. All of these things wouldn't be be a problem if there was no time limit. I actually think an assassin would be closer to 'ultimate' if he had to bide his time and wait for the perfect moment rather than rushing against the clock. And one other thing, if there's going to be a 4th: when one guard sees you and the alarm is sounded, there should be a delay, however slight, for the other guards' responding and firing. Thanks for the game!
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