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Warlords: Call to Arms

Play Warlords: Call to Arms

Dec. 30, 2008

Rating: 0

6) Autosend units works ok. Just don't accidently send units when switching down to a lesser unit. 7) Always level up armor. Personally, I don't think speed does you much good. Speed causes your units to separate out, when what you want is for them to group together in big bunches. Separated units are vulnerable late game when what you need to win against tough foes is tight bundles of units. Most races should upgrade swordsmanship. The obvious exception is the undead who should get halbrediers and upgrade them, and races with big sword penalties who should upgrade what they are good at and supplement it with spear. Demon swordsman, for instance, are a waste. I used to upgrade marksmanship as a secondary skill for most races, but it seems like it would be a waste now - which makes the elves much less interesting to play.

Warlords: Call to Arms

Play Warlords: Call to Arms

Dec. 30, 2008

Rating: 0

4) Single column works fine for most matchups, but its asking for trouble against late game whirlers, cave trolls, and flailers. Before archers were nerfed it was asking for a headache against elves as well, since you'd end up facing an impentrable wall of archer fire in the late game. I prefer to 'counter-punch' the AI, matching its moves with superior ones of my own and ignoring lines that I would waste units trying to win (like against a Cave Troll). A tough line becomes winnable if you wait to release units just as the enemy is reaching your side. 5) In most cases, yes, ignore the spearman. It's useful in limited situations (moving to cover archers, following behind a group of swordsman nearing the far side) and it doesn't need to be upgraded. However, if the race has a big swordsmanship penalty or a big spear bonus, spear swarms may be your best bet.

Warlords: Call to Arms

Play Warlords: Call to Arms

Dec. 30, 2008

Rating: 0

1) Wipe out hard places first unless you are just looking for a challenge. 2) There is really no need to surrender. You can easily beat the game with any race provided you wipe out the hard spots early. If you don't, you'll lose plenty of times without the need to surrender. 3) You should charge with your most durable unit. A mage charge is highly vulnerable to a counter-charge by a mounted unit or pretty much any unit if the mages are nearing the far edge. Mages are slow to produce. Personally, I don't even buy them. Most races have better options.

Warlords: Call to Arms

Play Warlords: Call to Arms

Dec. 30, 2008

Rating: 0

Arbitor's suggestions are pretty good ones, but they are optimal only for some races. They probably work, but then I note that he thinks that the demons are 'unbeatable' if you save them for last. They are tough, but they aren't unbeatable. I've beat every region saving it for last, including the Dark Elf region with the Whirlers (Azzithia). A fully upgraded whirler is probably the nastiest unit in the game - it will blur through an entire line of upgraded swordsman.

Warlords: Call to Arms

Play Warlords: Call to Arms

Dec. 29, 2008

Rating: 0

I played this years ago and thought the older version slightly better than this. Archers were marginal then, but now seem useless. Demons weren't playable until you beat the game and unlocked them. The same basic flaws apply though. Some races are better than others. It pays to be one dimensional, and so one dimensional races have an edge compared to those that have to buy more than one additional unit. The AI isn't particularly good. The one essential strategy of the game is to elimenate the hard fights early (whirlers, mountain trolls, demon mounted spearman) before they become outrageously tough.

The Missile Game 3D HS

Play The Missile Game 3D HS

Dec. 29, 2008

Rating: 0

Lovely old school tunnel racer, but repetitive game play. Needs a curving track, power ups, different types of obstacles, etc.

Kingdom of Gold

Play Kingdom of Gold

Dec. 29, 2008

Rating: 0

Ok, it is NOT too hard. It's not even particularly difficult. It's a fairly easy platformer with slightly awkward controls. But this isn't even remotely hard. You youngsters should try playing some old school games for a while - Pitfall, Ghosts and Goblins, etc. Heck, even the original Super Mario World. A person with average reflexes ought to beat the game (really, just one level) in about 30 minutes. That's not hard. That's probably about right.

Kingdom of Gold

Play Kingdom of Gold

Dec. 29, 2008

Rating: 0

I don't mind the sliding, but the jump button seems to become unresponsive during a slide. That's bad. Still, I'm old school, and even though I'm not a big fan of platform jumping, it's a very nice early effort. Reminds me alot of 'Pitfall'. Work on improving the animation of your main character, and add some additional abilities to his repetoire. Right now, jump and climb is pretty much all he does.

Epic War 2

Play Epic War 2

Dec. 29, 2008

Rating: 0

Anyway, I dislike games with degenerate strategies. The 'counter-attack' when you damage the opposing castle means that advancing towards victory actually makes it harder to win. Not good. Each level should get progressively harder based on time spent, not on progress toward destroying the castle. And if time isn't a factor, then all the upgrade periods are simply useless grind time and it would be better to have you start each level fully upgraded to reduce tedium.

Epic War 2

Play Epic War 2

Dec. 29, 2008

Rating: 0

The story line is too boring for me to bother reading. It annoys me mainly that I have to click through it. The gameplay itself is tedious. Most of the time, you just arrow the enemy to death while you upgrade, then unleash a huge wave that is big enough to destroy the enemy castle before the counter-attack can muster. Once the enemy castle gets too big to destroy with one wave, you just upgrade to get 'special 3' and destroy the enemy's counter attack with 'endless' arrows. I'm good through level 16, but the game is too tedious to spend time trying to figure out how to deal with the frog boss.

Zilch

Play Zilch

Dec. 16, 2008

Rating: 0

Additionally, and this I have counted, the computer has rolled 6 sixes three times in 50 games (1:46656 throws), and I've - not unexpectedly - thrown that zero times. Additionally, two of those three times where the starting roll when the computer was down by more than 3000 after I'd broke 10,000. Which brings up the final point which seems out of whack, the average roll that the computer gets when it on the final play seems excessively high. I mean I know that the final throw is going to score more than average because you are going for it, but the computer has averaged nearly 2000 pt. over the last 7 games in the final throw and most of that has come on the first throw where strategy has no effect. So something just doesn't seem right even with me understanding the psychology, statistics, etc.

Zilch

Play Zilch

Dec. 16, 2008

Rating: 0

Well, it's a very well done professional game that proves a simple concept can still have good game play. But, for all my math background and for all the protests by the designers, I can't believe its fully random either. I wish I'd wrote down exact totals, but my loose running total over 50 games is that the computer gets about 50% fewer non-astericked 'zilches' and gets about 50% more first throw rerolls (where you can bank and then throw all six dice again). Neither has very much to do with strategy, and it seems to hold true regardless of which computer player I play.

Bubble Tanks 2

Play Bubble Tanks 2

Dec. 14, 2008

Rating: 0

And another thing, how is it that I've beat the game and faced less than half the baddies in the 'bubblepedia'. Oh, and so that's what a 'swarm carrier' looks like. I never even saw it, but apparantly I blasted on. And how come the final boss isn't surrounded by BFT's are other big baddies? Where is the BFT anyway?

Bubble Tanks 2

Play Bubble Tanks 2

Dec. 14, 2008

Rating: 0

Way too easy. I definately should not be able to complete a twitch game the first time I play. Was never even in any danger at any point during play. Could have successfully beat the game using merely a turret strategy. Additionally, the bubble ships are too big for the size of the screen. The best strategy is to keep the enemy off the screen and spray into the unseen part of the bubble (using seekers to point the way as necessary). This not only was boring, but meant that often I'd destroy the biggest baddest enemies without ever seeing anything but their firepower. There was one 'mine layer' that laid alot of mines that I never even caught a glimpse of. So, you're wasting your inventive graphics. Finally, I'm not sure that the arena concept you are using really goes anywhere interesting in the long run, and if it does you're going to have to break out in a totally new direction.

B0XING CHAMP3

Play B0XING CHAMP3

Dec. 14, 2008

Rating: 0

Well, the graphics were decent but the 'whack-a-mole' training mini-games were more fun than the boxing matches themselves. Gameplay was very limited and there were a number of other small irritations. Good try, but needs work.

Mytheria

Play Mytheria

Dec. 14, 2008

Rating: 0

Nice game, somewhat hurt by the fact that one card in particular doesn't always work correctly, and when it doesn't work correctly its brR0ken, gg, thanks for playing time.

entangled

Play entangled

Dec. 14, 2008

Rating: 0

Maybe the worst puzzle game I ever played. Requires very little thought, and the most effective strategy seems to be just to work from the outside in systematically. One of those cases of a great sounding idea just not being all that great in execution.

Mud and Blood 2

Play Mud and Blood 2

Dec. 13, 2008

Rating: 0

Could be a very good game, but inability to save progress is such a lengthy game is annoying. The game is long, and often slow. I think I've gotten to the point that if it wasn't for the artillery nuke I could go longer than I have patience for. The artillery nuke sucks, because as best as I can tell the only way to deal with it is to manipulate the limitations of the game. I would rather there weren't perverse strategies and bunkers were a little more artillery resistant (and repairable via engineers).

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