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dzwarren's Comments

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Flying Castle

Play Flying Castle

Sep. 28, 2016

Rating: 48

lag makes the game extra difficult for no reason. the coin gathering is obnoxious and merely makes the fact that you have to try multiple times because you miss enemies due to lag not as terrible. since you needed to farm the coins anyway. the task count down is a terrible way to do tasks as well since its more a matter of choosing the right level and setting it to easy than doing something special.

Coin Collector

Play Coin Collector

Sep. 03, 2016

Rating: 0

The game begins to lag after a while and characters stop being able to pick up the power up. Takes a fair while of online play while clearing all the blocks rapidly. Occured with settings set to coins and coin text not displaying.

Learn to Fly 3

Play Learn to Fly 3

Aug. 17, 2016

Rating: 1

It seems like the payload weight doesn't get factored into the max lift calculations. It also does weird things when the payload is significantly larger than the ship weight...

Developer response from light_bringer777

It's because of how the physics engine work. Your lift is based on your own weight alone, and the game kinda calculates lifting a payload as "your weight vs the payload's weight", which means that really light bodies have no chances of lifting heavy ones. I know it shouldn't work that way... but penguin physics.

Voxel Tanks: Security Breach

Play Voxel Tanks: Security Breach

Jul. 05, 2016

Rating: 0

game crashed when i got the flag but died before it could say mission complete.

Enchanted Heroes

Play Enchanted Heroes

Jun. 09, 2016

Rating: 2

Has anyone managed to purify the red gem that drops, or is it not active content yet?

Enchanted Heroes

Play Enchanted Heroes

Jun. 07, 2016

Rating: 1

I have a ascended a few times now, and every time i do at level one it says congrats on your first ascension. I think this is preventing me from giving the 30 enchanted gems to the warlock as well.

Developer response from YYZ133

Hi, can I confirm if you are on v0.70.41? This was an issue in v0.70.4, but this should be fixed in the latest version. Could you check if the bug still exists on that version of the game? Sorry for the trouble.

Enchanted Heroes

Play Enchanted Heroes

Jun. 06, 2016

Rating: -8

That means it takes 3x as long to get all 3 of them to stay alive as to just keep the warrior alive and spend the money that would be spend on keeping the other 2 alive on his dps. With only his dps, no buffs from the other heroes you can easily clear the dps requirements for bosses as long as he survives

Enchanted Heroes

Play Enchanted Heroes

Jun. 06, 2016

Rating: -9

The game is poorly balanced in terms of which heroes you need to upgrade. Its not cost effective at all to level the thief and priest. This is because the hp regen, and hp required to keep them a live during bosses costs almost as much as keeping the warrior alive

Deterministic Dungeon

Play Deterministic Dungeon

May. 10, 2016

Rating: -1

Please allow us to mute the game on the start screen before choosing the look and name of the character...

The Perfect Tower

Play The Perfect Tower

Apr. 17, 2016

Rating: 3

Please make it so that after the point at which enemies no longer appear on the screen the auto restart will actually restart instead of counting up waves forever. Its a bit weird to have to purposely reduce our blueprint to make sure that we die before hitting the hard-cap so that it will restart and farm more special resources.

The Perfect Tower

Play The Perfect Tower

Apr. 11, 2016

Rating: 10

Subtracting upgrades at the workshop seems to be subtracting all upgrades even if max is not the selected amount.

The Perfect Tower

Play The Perfect Tower

Apr. 06, 2016

Rating: 2

This extra knock back is also allowing players to progress much further as the same enemy can be repeatedly knocked back.

The Perfect Tower

Play The Perfect Tower

Apr. 06, 2016

Rating: 0

The air offensive upgrade seems to be knocking the enemies back much further than it used to, and combined with the ice slow effect it is making progression slow to a crawl once enemies survive long enough to be knocked out of range.

The Perfect Tower

Play The Perfect Tower

Apr. 01, 2016

Rating: 1

I think a big part of the issue with the defensive upgrades. especially HP and absolute damage reduction is that they are not scaled to the hard difficulty. Scaling them to the hard difficulty will make the normal and easy mode much much easier, but people playing for progression will never use those modes as they give significantly less special resources per time spent playing actively.

The Perfect Tower

Play The Perfect Tower

Mar. 30, 2016

Rating: 1

It would also be nice to have the option to turn of the dyeing words of the cubes to help prevent lag.

The Perfect Tower

Play The Perfect Tower

Mar. 30, 2016

Rating: 1

The factory also needs the ability to spend more than 1 gem at a time on producing more blocks.

The Perfect Tower

Play The Perfect Tower

Mar. 30, 2016

Rating: 1

Having enemies that hit more than 4 digits more than what can be reasonably gotten in hp means the only useful defense at all is absorb for the chance that the 1st hit will not do damage and give you enough time to get the kill

The Perfect Tower

Play The Perfect Tower

Mar. 30, 2016

Rating: 1

please add an extremely expensive defense upgrade. that reduces damage taken by 1 digit per upgrade, or increase the rate of hp up so that the tower can take a hit from a boss at high end levels. As is there is no reason to use defense upgrades

The Perfect Tower

Play The Perfect Tower

Mar. 29, 2016

Rating: -2

For that purpose I would recommend the upgrade cost something that comes from the factory only and cannot be bought with orange blocks.

The Perfect Tower

Play The Perfect Tower

Mar. 29, 2016

Rating: 1

The factory, while nice, is relatively worthless. It takes multiple days for it to pay for itself and you would have to double that before it would give you what you spent on it back to spend on actual upgrades. It would be nice if there was a way to upgrade how many resources you got from each completion of a resource generation instead of it always being 1.

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