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Celebrim's Comments

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The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

The game is also laggy at higher difficulty levels. Once you get 100+ enemies on the screen, there is a significant lag in placing an object.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

About the 'save' issue. While in a single session, my mission progress is recorded. However, if I close the session (browser, etc.), when I return to the game my mission progress is not saved.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

Casual Collective: Tried that. I find that one fully upgraded energy storage per THEL is barely enough to supply them at higher levels of difficulty. So they still suck, given that you've spent like 2900m per THEL weapon system and they don't even a portion of your extended mining region (compare with rockets). Only the presence of o-rings gives you any reason to build them, and even then I'm not sure that they aren't a waste.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

6) Speaking of mixed waves, it would be neat if waves weren't always so homogeneous.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

5) Missile turrets really need to be smart enough to not target O-Rings. When you are dealing with a mixed wave of enemies, it sucks to have your missiles firing at O-Rings when they could be firing at swarmers.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

3) THELs aren't strong enough. They use too much energy, don't do enough damage, and they cost too much to upgrade to a decent level. 4) As a consequence, O-rings are too strong at higher difficulty levels. They need to come in slightly lower numbers.

The Space Game

Play The Space Game

Feb. 17, 2009

Rating: 0

Ok, it's fun but its not finished. 1) I doesn't record your progress. Everytime I reopen the game I'm starting over. 2) The AI is kinda dumb. It needs a better 'sensor' range. Small waves are easily defeated by placing flanking weapons that they can't see (missiles are good for this). Large waves only overcome this by coming from all sides.

The Space Game

Play The Space Game

Feb. 16, 2009

Rating: 0

You can beat level six with either missiles or THELs. Missiles are easier; the trick if you do it with THELS is to invest most of your infrastructure in energy storage rather than lasers.

The Space Game

Play The Space Game

Feb. 16, 2009

Rating: 0

Ok, I may have to drop a star. You can really hose the AI by relying on the AI's poor sense of 'vision'.

The Space Game

Play The Space Game

Feb. 16, 2009

Rating: 0

It's surprisingly good and well thought out. The biggest problem I'm having with the game right now is the AI for the pirates is STUPID, which is opening up some degenerate strategies. The other problem is the 10 minute survival level (3?) has proved to be the hardest of the first 7.

Neverending Light

Play Neverending Light

Feb. 15, 2009

Rating: 0

Lame. Very limited gameplay. Exploitive. Relies on its crudity and violence to keep interest.

Z-Rox

Play Z-Rox

Feb. 15, 2009

Rating: 0

68 is actually WRONG. While the same symbol with a line through it does mean the opposite, the opposite symbol with the line removed actually means 'Copyrighted Phonogram'. You can browse google image, and you'll see that I'm right. The answer the game expects is actually given by the symbol of a squared P (usually in blue) often with an arrow pointing the direction.

Perfect Balance

Play Perfect Balance

Feb. 10, 2009

Rating: 0

Why do people keep trying to put the long grey block down first on harmony 34? Seriously, I tried putting a blue ball down first and the solution that followed was easier than starting with the long thin peice. That means of the dozens of solutions, people are repeatedly finding the trickiest one to do first and then never questioning themselves and trying something different. Don't blame the creator of the game for that.

Perfect Balance

Play Perfect Balance

Feb. 10, 2009

Rating: 0

I agree that Inferno 29 is the hardest. The only reason that people have trouble with Harmony 34 is that they keep trying the same tricky solution over and over again.

Super Stacker 2

Play Super Stacker 2

Feb. 08, 2009

Rating: 0

The first super stacker was 'meh', mainly because it was too easy and the levels were unininventive. This is a marginal improvement - slightly harder and levels that require slightly more out of the box thinking. The timer is sometimes disconcerting though, as sometimes I 'beat' the level with a stack that will obviously fall down eventually or is already falling when I win.

Perfect Balance

Play Perfect Balance

Feb. 08, 2009

Rating: 0

Any time you feel like complaining that a particular level is too hard, stop and take a deep breath and ask yourself, is there some other way to do this? Probably, the reason you think it is too hard is you keep trying over and over again the same stack that has a very low probablity of success. You know what they say about trying the same thing over and over again and expecting different results?

Perfect Balance

Play Perfect Balance

Feb. 08, 2009

Rating: 0

Reading through the recent comments, I notice that several people have spoiled the fastest solution to 34 Harmony. If you are stuck, you can always look in the comments.

Perfect Balance

Play Perfect Balance

Feb. 08, 2009

Rating: 0

About level 34, sexy beast is dead wrong. That's the hardest way to solve the puzzle. There are several much easier solutions.

Perfect Balance

Play Perfect Balance

Feb. 07, 2009

Rating: 0

Ok, a small hint with regard to the two #34's. I couldn't figure out at first why 34 Inferno was supposed to be harder than 34 Harmony. After fiddling with both of them, I realized that 34 Inferno is intended to be a trick in that the easiest way to solve 34i is the way that is fairly hard on 34h, and the easiest solution to 34i is very like the way that is hard on 34h.

Perfect Balance

Play Perfect Balance

Feb. 07, 2009

Rating: 0

Shadesfan: I don't want to give a complete spoiler, but just as a tip, sometimes you can stop a block from sliding by putting another block on top of it that will catch both it and itself.

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