Precision movement is a must, As an overly sensitive mouse can screw up your pull and take forever to find the sweet spot that finishes the pull. Level 6 is a prime example of the need for fine pull movements.
A little complaint/suggestion. Once you've beaten the game once and unlocked the uber set, it appears on the first floor, I'd recommend holding off on having those appear until at least the Bronze set of floors... Getting too OP too quick kinda ruined the fun...
And please, those complaining about lost progress need to realize that this is a permadeath roguelike. That's what makes it fun is that you die, you try again to beat your farthest run!
Not a bad game... Shame it softlocked after Slowing an enemie's move in 7-3... Other than that, it's a pretty cool game where you build the dungeon, determine doors, number of enemies in a room (Every time you come in), where your rarer loots are (Not the epics, which appear randomly on those red pedestals), and where the boss is every third floor. 4/5 only because of that softlock.
I disagree with you that changing the board size would break the balance. Sure it would make the game last longer, but with down being a hard drop (Like pushing the joystick UP in Tetris would do) you still have a chance of screwing up... And while we're talking improvements for a rather mediocre game, speed ups after so many sets would make you think faster before the game auto-hard drops the pieces into the field... As it stands now, it was fun, for the 5 minutes I played before intentionally game over-ing.
2/5
Mediocre game... Good idea, bad execution... A lot of times you'd either (in my case because a lot of crap going on) lag and hit an enemy or shortjump. The hitboxes are way bigger than they should be considering the sprite size, momentum seems to come into play even when you AREN'T lagging to shit. Again, good idea. Poor execution. 2/5
Going to the dev's webpage triggers a bad site that spawns dialog popups, saying there's a BSOD (When there obviously isn't). Do not visit if you don't want to be annoyed with pinging and dialogs that have the potential to extend beyond the borders of your monitor's resolution, do not click on the link in the credits.
@Marina Torches burn out like any good thing that has a fuel source does... Learned that first hand trying to dig at night while tunneling. Makes having 'use cheat mode' enabled that much sweeter, even in survival mode...
Not bad... The only thing I've seen so far is one orb for $2? I'd make that a little more proportional, if you're gonna go with a paid premium currency that is, like 2 orbs for $2... Other than that, it looks nice, despite having the same archetype of combat (5-zone, place anywhere, attack across) that many CCGs on Kong have, but it's still quite interesting.
Thanx for the feedback :)
We are preparing huge update which actually changes the balance. All the warlords will get three skills and the new player will get random starting race deck. Amount of the cards will be increased by more than 25%.
Also the loot and card evolving will ba available. A lot of work but i hope we will do it in the very next months :)
Um... I'm using keyboard controls, and I continually get pulled to the left without inputting that direction. Also sending a bug report, but thought I'd also let Kupo know here.
One time I actually agree with someone who got downvoted to hell... Despite the P2W mechanic that many MMOs on Kong have, this is actually a decent looking game... The Devs COULD make a few tweaks, such as DROPPING the P2W aspect, but still a decent game... Downvote me to hell if you wish, but know that you are nothing but selfish idiots if you do. I wonder how many of the people bashing the P2W mechanic actually buy Kreds (Or redeem them from the PUR catalog)? If you do, give me a Kong shout so I can tell you how hypocritical you are.
Now I know why I stopped playing ages ago... The difficulty ramped up way to fast on standard adventure levels... Would've expected that more on levels 8+ but not the fourth one...
true!