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Chris2pher's Comments

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Idle Goo

Play Idle Goo

Nov. 18, 2014

Rating: 0

@Gigathorn You get the resources faster with productionspeed. You don't get them faster with block multiplier! There is a diffrence IF you're active.

Idle Goo

Play Idle Goo

Nov. 15, 2014

Rating: 1

@ezuli->you're completely right. I brain farted! :( I meant 10^3 = 2^10, 10^6 = 2^20 etc. Still: 1024*2^x = 1*2^(x+10)

Idle Goo

Play Idle Goo

Nov. 15, 2014

Rating: 0

@jenningka: 10^1 = 2^10 10^2 = 2^20 10^3 = 2^30 ... 10^30 = 2^300 this is approximation, but it's close enough for all puposes in this game. Once you get to 1024*2^x, it'll just change to 1*2^x+10. "bits" is short for binary digits, which I guess is the reason he uses that annotation.

Idle Conquest

Play Idle Conquest

Nov. 12, 2014

Rating: 2

I got a new lagg spike this update. I get a huge spike every 5-6 seconds and I sometimes get small spikes in between the large ones. Does this game save in 3 or 5-6 seconds intervals? other unity games are fine and I this only laggs my unity player and my internet browser.

The Programmer RPG

Play The Programmer RPG

Oct. 28, 2013

Rating: -2

http://gyazo.com/9bd695e37558a740ea6fce03fa2c764b I don't think this was intentional, but it might cause some confusion :)

Developer response from GregoryCarlson

Is this real? You went through the trouble of taking a screen shot so I'll go through the trouble of checking

The Programmer RPG

Play The Programmer RPG

Oct. 22, 2013

Rating: 2

"We can so use = and != to compare variables, Booleans, and even strings." should probably be "We can so use == and != to compare variables, Booleans, and even strings."

Developer response from GregoryCarlson

Will be fixed. Thanks!

The Programmer RPG

Play The Programmer RPG

Oct. 22, 2013

Rating: 0

"First, there is more than way to solve any problem." should probably be "First, there is more than one way to solve any problem."

Developer response from GregoryCarlson

I had to read that about 17 times until I saw the error. It will be fixed in the next update. Thanks!

Skills Idle

Play Skills Idle

Jul. 01, 2013

Rating: 2

Bug: start the game, click the "play" button, go to stats and click "st" skill. You won't gain any exp, you will be hitting with the "at" animation, and you won't deal any dmg. You also get "teleported" to area1(?) without sailing there.

Developer response from Brian4

Oh, thank you!! The teleport was on purpose. For now, you'll be able to skip sailing.

Skills Idle

Play Skills Idle

Jun. 03, 2013

Rating: -8

for all of those who downvote my _reply_ to Brian4: Just because you like dieing and have death-counter above 0, it doesn't have to mean everyone likes it. It's something I think it's fair to add some kind of difficulty to the game. It is a suggestion to make the game more attractive for both casual gamers and gamers who like a bit higher challenge. I'm sure it's possible to have 2 diffrent modes where you can play with death penalties (and higher loot-rewards?) and another one where you get no real penalty for dieing. Just having a death-counter that rises for every death is penalty enough in my opinion.

Developer response from Brian4

Thanks for the suggestion! I'm definitely considering different modes for training skills, one where you have to actually be there to train the skill. These will have to come out in the future, though.

Skills Idle

Play Skills Idle

Jun. 02, 2013

Rating: -6

Dieing is a bad thing because it should be a bad thing. In most games you do get punished for dieing. In Minecraft you lose all your items on default mode and lose your whole map and items on hardcore mode. In Diablo 2 you lose all your coins and temproarly lose all your gear, and in hardcore mode you make your account unplayable. In World of Warcraft I believe you maybe lose exp and get a long respawn time? In pokemon you respawn at an earlier checkpoint with half of your gold. I just think adding some kind of punishment if you die is fitting. I admit I usually play on hardcore mode whenever it is an option. I know hardcore mode isn't for everyone and it usually is not needed, but it's usually an option for players who think the game should punish your fails heavily.

Skills Idle

Play Skills Idle

Jun. 02, 2013

Rating: 1

I didn't play past the goblins because there are no way to regenerate health. I don't like dieing in any kind of rpg/leveling games with combat systems. Since this is an Idle game I think a stats page with maybe time spent, times died etc would be fun. This way you can keep track of what happened while you were idleing much better. maybe even have 1 for total game time and another one for the session you're playing atm? since this is not a multiplayer game I would also like to see a hardcore mode of some sort where you either have to restart the account or atleast get some kind of punishment for dieing.(I'm obsessed about not dieing in these kind of games, I'm probly just the only one :P)

Developer response from Brian4

A food system will be implemented for health, a few other skills are required before that is possible though. Why is dying a bad thing?

SolaSim 6-beta

Play SolaSim 6-beta

Mar. 20, 2013

Rating: 22

New things: 1. "New" title screen :) 2. Being able to rename the sun, planets and moons :) 3. Disabled/bugged galaxy mode :'( 4. toggle spawn type :O!? !!! 5. sphere grid instead of flat 2d grid! - making you able to spawn particles moving in all 3 space dimentions (much easier). 6. reset button <333 :) my last post somehow lost 90% of the text I wrote

Developer response from BrightNewWorlds

Haha spawn types, have you tried a learnt what it does?

SolaSim 6-beta

Play SolaSim 6-beta

Mar. 20, 2013

Rating: 0

New things: 1. Reset button! s all I could find for now :)

SolaSim 6-beta

Play SolaSim 6-beta

Feb. 20, 2013

Rating: 2

Awsome! I like the new sun :)! I think it would be better if the music setting is automatically saved for both Solar system mode and Galaxy mode. That way you don't have to mute it twice, or unmute it twice changing between the modes :) A reset button would be nice instead of changing between the modes or reloading the page :) The values you get from scrolling the sun mass, max/min particle mass etc got a lot of decimals! I guess it's very needed for the simulation. But I would suggest that you let the player write their values, so they don't always have to scroll to the value they want! (I had to play around in memory editing tools to get the values I wanted) :) Also being able to export/import initial conditions from text would be a cool feature :) I didn't really find any other issues that I have any suggestions to improve :) I enjoy "playing" this game and I might post another comment if I find something worth mentioning.

Developer response from BrightNewWorlds

Thanks Chris2pher okay i will make an export settings to a file option. Importing is going to be tricky since its an internet game and there are restrictions. Music wise i will do that. Reset button as well. the sidebars are however very necessary, other wise people will not enter the right numbers and cause the browsers to crash. thanks for your comment! :D

SolaSim 5

Play SolaSim 5

Jan. 04, 2013

Rating: 1

if you don't want equal mass planets to be destructive, you could simply try to always add the two masses and maybe add the vector velocities.

Developer response from BrightNewWorlds

well the vectors are being added at the moment. and planets do grow, but only up to a certain point. then i stop it from growing (other wise we might end up with a planet the size of the sun,or bigger), I agree with you, there should be a better way of handling this problem,that's why I said your idea sounds good.

SolaSim 5

Play SolaSim 5

Jan. 03, 2013

Rating: 3

I really liked a lot of the function in this game. Especially the way the population is affected by water/land/heat! but what I would like to see in a future version is that the mass of a planet increases/decreases when it crashes with other masses. E.g. 2 planets equal size might split the 2 masses into multiple smaller masses, while a dominant mass would gain most of the mass of a smaller mass. It might be hard to implement, but I think it is more realistic and would be a great way to get higher mass planets.

Developer response from BrightNewWorlds

Okay haha I'm just trying to imagine this :p but okay it sounds like It's a good idea :P

GeoSketch

Play GeoSketch

Apr. 17, 2012

Rating: 2

3, 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999, 896 It's a christmas tree :)

Refraction

Play Refraction

Sep. 18, 2010

Rating: 2

Good game. You should make sure that all the pieces on the "atleast x pieces used" challanges are in use to finish the level, not just redirect the beam. 5/5

Level Up!

Play Level Up!

Dec. 13, 2009

Rating: 0

19-0B-65-75-03-C6-64-1F-10-B1-6B-14-12-88-3A-1A

Gravitee 2

Play Gravitee 2

Nov. 13, 2009

Rating: 0

||R|||349,289,145,2,153,105,p,0,0,0,1,349,289,100,93,240,12,p,0,0,0,1,349,289,100,212,27,67,p,0,0,0,1,349,289,100,122,33,186,p,0,0,0,1,349,289,100,139,164,226,p,0,0,0,1|349|204.25|497.9|186.15||

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