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Dead Drunk

Play Dead Drunk

Oct. 12, 2009

Rating: 0

lol After a lot of tries, I managed to die four times in one go!

Understanding Games: Episode 3

Play Understanding Games: Episode 3

Sep. 28, 2009

Rating: 0

3/5 There was a lot more content in the first two. Also, for those who aren't good at these type of puzzle games, a 'skip level' button would have been handy.

Understanding Games: Episode 1

Play Understanding Games: Episode 1

Sep. 28, 2009

Rating: 0

5/5 This presents game basics in a very clear and easy to follow manner.

Epic Battle Fantasy 2

Play Epic Battle Fantasy 2

Sep. 27, 2009

Rating: 0

For those who can't take out the tank, here's a hint: you can cast 'Revive' on someone who isn't dead yet.

.: Plazma Burst :: 1.6 :.

Play .: Plazma Burst :: 1.6 :.

Sep. 27, 2009

Rating: 0

I would have given it a 5/5, but the awkward controls are frustrating enough to knock off 3.

Hover Bot Arena 2

Play Hover Bot Arena 2

Sep. 25, 2009

Rating: 0

Controls are completely buggy for me. If I want to go right, I shouldn't have to press left first. Sometimes it just won't go in a particular direction no matter *WHAT* I do. Disappointing.

Super City 3

Play Super City 3

Sep. 17, 2009

Rating: 0

Ya broke it! All there is to see is the 'How to Play' screen.

The Great Siege

Play The Great Siege

Sep. 08, 2009

Rating: 0

ExiledVen: For every 20 soldiers you lose, you can trigger the spell(?), which does *MAJOR* damage to every enemy on the field.

Orb Avoidance 2

Play Orb Avoidance 2

Sep. 08, 2009

Rating: 0

If the new wave started out at the edge of the field with a speed of 0, then accelerated to full speed over a half a second or so, then getting killed by an orb that spawned .0001 seconds ago wouldn't happen and a lot of frustration would be relieved.

Hexcelle

Play Hexcelle

Aug. 02, 2009

Rating: 0

I'm not sure what model you are using for aiming, but it makes it unrealistically hard to hit anything while moving. Beyond that, an interface with context-sensitive help and an in-depth tutorial to explain how everything works would really aid what could be a great game unlock its potential. (It could have *great* multiplayer game play, as well.)

GUNROX: Zombie Encounter

Play GUNROX: Zombie Encounter

May. 26, 2009

Rating: 0

I increased my vote to a two only because of the good graphics. Using only a random number generator to decide the civilians' wanderings totally ruined what could have been a pretty good game.

Frontline Defense Beta 2

Play Frontline Defense Beta 2

Mar. 20, 2009

Rating: 0

Good game, but increasing range of towers doesn't increase their range of effectiveness, and the damage tower doesn't seem to actually /do/ anything. Also, too easy to upgrade faster than the enemies can get harder.

Smoking Kills

Play Smoking Kills

Feb. 08, 2009

Rating: 0

I /would/ have given it more than a three, but, even on my quad-core 6600, it took me three tries to do the limousine level because of jerkiness.

Minions

Play Minions

Feb. 03, 2009

Rating: 0

Personally, I'd like to be able to control more than one minion at a time, switching between them with hotkeys.

Champion

Play Champion

Jan. 19, 2009

Rating: 0

s/Pressing should/Pressing a key should/

Champion

Play Champion

Jan. 19, 2009

Rating: 0

3) There should be a powerup that slows the erosion, one that makes it fall less, and one that slows the fluctuation. 4) Pressing should be the only way to bring on your troops, and they should each cost half as much as you earn for the lowest level enemies on a level, and be half as tough. That way, you don't need to call them (and lose kill money) until you need them.

Champion

Play Champion

Jan. 19, 2009

Rating: 0

Eh. It's alright. 1) Once you have let go of the mouse button, you shouldn't have to click twice to power up again. 2) Power should start fluctuating between full and half way, and both limits should slowly erode as you let it cycle.

Xeno tactic 2

Play Xeno tactic 2

Dec. 29, 2008

Rating: 0

Urgh. *Very* disappointing. I completely agree with maniac57, and add that the turrets should be facing the enemy before they come in /firing/ range, and the air waves should be left to right, so you actually have a chance to take them down without spreading your firepower all across the board just to hit them.

Destroy All Zombies III

Play Destroy All Zombies III

Dec. 16, 2008

Rating: 0

HEY! I completed the game without switching from my handgun. Where is my 'Dirty Harry' achievement?

RED CODE

Play RED CODE

Dec. 05, 2008

Rating: 0

I /would/ have given it a 5, but, by level 10 it was lagging so much that it was completely unplayable. I suspect it is because you are drawing all actors on the whole level, rather than just the ones on the screen. If you were to correct that (and add more types of monsters, some visual/audio difference when weapons are upgraded, etc.), it would ROCK.

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