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dreganfyre's Comments

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Dragon's Keep (desktop)

Play Dragon's Keep (desktop)

Sep. 27, 2010

Rating: 0

@Longcelot: It wasn't supposed to get smaller... should be fixed now, thanks!

Dragon's Keep (desktop)

Play Dragon's Keep (desktop)

Sep. 26, 2010

Rating: 0

@ Vlyke615: Those are good ideas... I would have to change quite a bit to make resetting your mana or having the breaths cost the same balanced at this point, though... I like the switching breath types idea though, I had already been thinking of putting that in a sequel. If just added hot keys, it would be easy to add to this one though... Hmm... maybe next update. Thanks for playing!

Dragon's Keep (desktop)

Play Dragon's Keep (desktop)

Sep. 26, 2010

Rating: 0

Thanks again for the comments, guys! I made some more changes that should hopefully make the other breath types a little more viable. Ice has multi-shot from level one, and the others are just generally stronger. You should be able to switch breath types every 5 upgrades or so, and end up with a stronger attack. The game might be a little on the easy side now... But as long as it's fun, I guess. The extra 5 waves I added should help though.

Dragon's Keep (desktop)

Play Dragon's Keep (desktop)

Sep. 25, 2010

Rating: 0

@Irasfel - I also made the fireball spread a little more gradual, so it doesn't really kick in until the higher levels.

Dragon's Keep (desktop)

Play Dragon's Keep (desktop)

Sep. 25, 2010

Rating: 1

Thanks for the feedback! I've made some changes that will hopefully make it a little more balanced. @Irasfel It DOES very much need an option to repair the castle... I just ran out of time. I'll try to add that in next update. In the meantime, I changed the repair upgrade to start at 0.25, which should at least set you ahead a bit. I also cleared up the text on the ice shots: It doesn’t get multi-shot until you upgrade it a couple times… Also, breath types are purposely staggered like that, so that you can get a new one every so many levels. I found that if I priced them all similarly, it would punish the player for trying different ones, because when they switch they’ve split their money into two weak attacks, instead of one strong attack. This way, once they get a little further, they have the option to max out a weaker attack, or jump to a stronger one. Anyway, should at least be playable now. Thanks again!

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