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ChaoticBrain's Comments

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Breakbar RPG

Play Breakbar RPG

Nov. 27, 2011

Rating: 0

The physics in this game are seriously underwhelming. The game Mr. Bounce precedes this one by nearly three-and-a-half years, and yet has far better physics than this. But you could possibly salvage this game by copying Mr. Bounce's physics. Double points for making it mouse-controlled.

3 Slices

Play 3 Slices

Nov. 26, 2011

Rating: 0

I'd like to be able to skip ahead a level if I'm having trouble.

Developer response from TheGameHomepage

Then you should man up and rise to the challenge. There's even a walkthrough!

Trigger Knight

Play Trigger Knight

Nov. 25, 2011

Rating: 5

You should be able to spend the points you earn on abilities and perks. In addition to the obvious boosts to attack and health, you should also be able to increase the length of the visible event queue (from a default of 1 to a max of 10), decrease your loss of luck (from 2% per second to 0.5% per second), increase the size of your inventory (from 1 slot to 5 slots), and begin your run with items in your inventory.

Trigger Knight

Play Trigger Knight

Nov. 25, 2011

Rating: -1

When a weapon, armor, elixir, soulshrine, etc. comes by, another should not appear for AT LEAST 4 more turns. It's just a pointless waste of time when you pass by the same thing 2 or 3 times in a row. Don't make it extremely unlikely that a given even won't appear too frequently either; make it so that if an event is generated, it is removed from the list of possibilities for future events for 4 turns.

Trigger Knight

Play Trigger Knight

Nov. 24, 2011

Rating: 1

Second, perhaps item, weapon, and armor shops could be consolidated into "towns". Clicking on them takes you to a new screen, where you run past 10 or so merchants with no spaces in between, each selling one item. Some sell weapons, some sell armor, and some sell inventory items. Some of the merchants give discounts, while others inflate their prices. A list of all the items for sale flashes onscreen for 3 seconds, and then it's your job to pick out the best deals as you run by. It's sort of like a bonus stage.

Developer response from Mintsphere

We dont mind at all, thanks for the ideas! We're taking notes for these and will see if we can somehow implement it in the extended version!

Trigger Knight

Play Trigger Knight

Nov. 24, 2011

Rating: 1

I hope you don't mind me bombarding the comments section with tons of suggestions which might be impossible to implement in this game, but perhaps could appear in a sequel. Anyway, first, I'd like the item inventory to be upgraded to three (or more) slots. During battle (and heck, during the space in between events and battles), the cursor would cycle through all the items available in your inventory, and you would have to click at the right time to use the desired item.

Trigger Knight

Play Trigger Knight

Nov. 24, 2011

Rating: 18

I just realized that one of the major deciding factors in this game is luck. How many times the enemy hits, how often opportunities to buy stuff show up, and so on. I also agree that the lifespan mechanic feels redundant. But one way to give it actual purpose, I think, would be to change "Lifespan" to "Luck". The fuller it is, the less likely enemies are to attack multiple times in a row, the more likely you'll get in multiple hits, and the more likely shopping opportunities are to pop up. When "Luck" gets close to 0%, you are quite literally S.O.L. You aren't required to replenish it at a shrine, but you'll find that the game is nearly impossible otherwise. P.S. The shrines should appear at more-or-less regular intervals, their frequency being unaffected by Luck.

Developer response from Mintsphere

The game actually uses Rubber-band AI to some extend, so most of the chances soulshrine etc to appear are based on player's priority right now. (but it's not a must-spawn, i still randomed it a bit). Anyway, it's actually a good idea regarding the lifespan!

Focus

Play Focus

Nov. 22, 2011

Rating: -5

MFW I saw the last badge could be easily split into two Hard badges. Clearly the developer is just f*cking with us at this point.

Mushroom Madness 3

Play Mushroom Madness 3

Nov. 18, 2011

Rating: 1

What's the point of getting bonus money for getting all the upgrades? What am I supposed to spend it on? (Besides the paid games, obviously. No one plays those levels for fun.)

Chickaboom

Play Chickaboom

Nov. 13, 2011

Rating: 2

Baby birds that go boom when bombarded with bubblegum. How bemusing.

Blosics 3

Play Blosics 3

Nov. 13, 2011

Rating: 0

"The slightest shock can set it off." *Hits it with a red ball. Doesn't explode. Hits it with a heavy ball. It explodes.* So apparently the slightest shock will not set it off. Thanks for lying to me.

Focus

Play Focus

Nov. 11, 2011

Rating: -1

As you know, it would be so much simpler to use the mouse instead of the keyboard for teleporting. But just so you know, going with the more unwieldy control scheme, while guaranteed to increase the challenge, is not guaranteed to increase the fun. And in this case, it doesn't.

Pursuit of hat

Play Pursuit of hat

Nov. 09, 2011

Rating: 7

Remember, kids, self-mutilation is ALWAYS the answer! :D

Cursed Dungeon

Play Cursed Dungeon

Nov. 01, 2011

Rating: 0

YES! I made it! It was a long road filled with frustrating deaths, but I finally did it! *sees the end* "OH F*CK YOU, GAME."

Obliterate Everything

Play Obliterate Everything

Oct. 31, 2011

Rating: 7

OBLITERATE ALL THE THINGS

Absorption

Play Absorption

Oct. 30, 2011

Rating: 2

If you're patient, in level 24, you can push the green button to the left until stepping on it lets it fall through the green floor, next to the red button. Then you can move the spider-bot to the two buttons, and stand over the exit while it lets you through. Complete in 2/4 shots. (I've yet to figure out how to finish the level the "correct" way, though.)

Color Joy

Play Color Joy

Oct. 28, 2011

Rating: 2

I'd like to be able to skip up to three levels if I'm having trouble.

KOHCTPYKTOP: Engineer of the People

Play KOHCTPYKTOP: Engineer of the People

Oct. 26, 2011

Rating: 9

Perhaps in a future remake of this game, you could give complete beginners some helpful tips on how to create things beyond "if" and "if not" gates. I can't imagine how you're supposed to create a power-on reset generator using only those two components, but I'd be willing to learn if the game would only teach me.

Gravity Master

Play Gravity Master

Oct. 26, 2011

Rating: 0

Also, in the second part of Level 17, the gap between the red and black walls is really difficult to shoot through, because the hit boxes of one or both of those obstacles is too large, and my shots disintegrate before they can even go through. It took me like 30 shots before one managed to hit the box on the other side.

Gravity Master

Play Gravity Master

Oct. 26, 2011

Rating: 0

Mike is awfully hard to control, especially in the air.

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