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Treasure Fusion

Play Treasure Fusion

Mar. 26, 2014

Rating: 1

...nevermind; a version with muting seems to have been uploaded literally the moment after I posted that. Would still help to have the mute available from the game screen, though.

Developer response from Ag43t47

Mute has always been available, and is on the main menu to my knowledge :? EDIT: It's also on the pause menu (press space in game)

Treasure Fusion

Play Treasure Fusion

Mar. 26, 2014

Rating: -4

Pretty basic clone. Would be okay in that sense... but horrific unmutable screeching sound effects bring the score down a lot. 2/5

Hungry Hedg

Play Hungry Hedg

Feb. 10, 2014

Rating: -10

Controls are fairly weak, with an annoyingly limited movement space... not that it matters much, since there's not really all that much to do. There's just really not all that much to this game, rather like someone started to make a game, got a few basic mechanics laid out, and then didn't bother either polishing the mechanics further (hitboxes, control responsiveness, etc...), nor adding any actual gameplay features (upgrades, powerups, etc...) Very poor attempt, needs more work to actually be a game. 1/5

Dungeons of Kong

Play Dungeons of Kong

Nov. 09, 2013

Rating: 1

I liked this... but it just wasn't up to your usual standards (of course, that's a pretty high bar). Most of my real options were chosen at game start, and there's not really a whole lot of progression to cover for it, which makes the combat stale pretty quickly (I can move and attack, and use my one ability once, and that's basically it). Furthermore, much of that limited progression is locked behind 'ignoring enemies in combat while you open chests', which feels really clumsy, and isn't a good substitute for the lack of tactical depth. It wasn't a bad game, by any means... but it wasn't nearly as impressive as Deadly Neighbors 2. If levelups were DN2-type unlocks that could actually grant new abilities and perks, leveling was based on killing monsters instead of opening chests, and looting was an after-combat affair (possibly with risk/reward/unlock options, like some of the rooms currently have), this'd be a pretty awesome game. As is, it's merely okay. You can do better.

Bit Battles

Play Bit Battles

Oct. 21, 2013

Rating: 1

Disregard previous comment. I actually tried rushing the gates as mentioned; it's entirely possible to defeat all the armies this way, but if you do so, your guys won't be strong enough, and you won't have enough items, to win the final battle... resulting in an immediate game over, since losing the final battle ends the game.

Bit Battles

Play Bit Battles

Oct. 21, 2013

Rating: 0

Pretty fun, though I won without too much trouble. I spread my guys out evenly each round until almost the end... which was sort of a mistake, since if you take out all the enemy armies on a row and seal the gate, that immediately ends the round. I probably could've won earlier by rushing gates.

Sheep Happens

Play Sheep Happens

Oct. 03, 2013

Rating: 4

If I were to make a recommendation, it'd definitely be more consistency as regards invincibility. Currently, you get a brief period of invincibility when getting onto or off of a sheep, off of a bull, or losing a shield... but none at all from losing your cape or hearts, which makes it possible to burn through the latter very quickly, and decreases the value of buying life... and can be really frustrating in situations where it's unavoidable (eg: falling at a bad angle, you clip the top of a high barricade and lose your cape, then continue on to hit a low barricade right in front of it and die, without having had any chance to correct the situation).

Developer response from LingPlay

Thanks for the answer and for your suggestions!

Cyber Chaser

Play Cyber Chaser

Sep. 26, 2013

Rating: 15

There's definitely too many loot items in the later stages... especially if you're using bonuses like 'double coins', the screen basically fills with bouncing coins, and the game lags a lot as a result. I'd suggest having more compact loot items... like, a golden bar that's the same as several coins, or larger fuel tanks which are worth as much as several basic ones, and such; not only does that make the looting process more interesting, but it also helps performance.

Notebook Space Wars

Play Notebook Space Wars

Aug. 29, 2013

Rating: 0

One thing that's kind of annoying; survival mode XP is broken. No matter what you do, you are recorded as earning 99999 XP, but that doesn't actually get applied to your ship. Since it actually should be possible to max out your ship in a single survival session (say, if you're using homing missiles), it's disappointing that you can't fully benefit from survival mode in that sense.

Endless Evil

Play Endless Evil

Aug. 17, 2013

Rating: 0

classes feel imbalanced; rogues of all sorts crowd out my high score list, since shooting enemies makes you WAY more points than slicing them. (a few lucky scouts squeeze in, but only the ones using rogue souls to shoot the enemies they find) sure, I get that there's less risk when slicing in general, since the enemy doesn't catch fire and become a hazard... but since there's a specific slicing risk on clouds and fuzzballs, the risk/reward doesn't nearly even out. the extra money you accumulate from slice-dashing your way forward doesn't nearly even things out. since a really awful run with a rogue tends to outscore a really awesome run with a warrior, by wide margins, something needs tweaking.

Galaxy Siege

Play Galaxy Siege

Apr. 16, 2013

Rating: 2

Not bad, but felt too passive. Once your ship gets beyond a certain size, you don't have anything to do in-game but watch; maneuvering is pointless when your drones cover the whole screen, and there's nothing else you can do. It'd be nice to have a player-controlled gun, or manually-activated powerups, or something. Just so long as it's not 'you get to gather all the resources'; good job avoiding that awful mechanic. The last level felt appropriately difficult; needed to think and tweak my build a bit to win.

Battle without End

Play Battle without End

Feb. 26, 2013

Rating: -1

Any chance for a pet-related title?

Battle without End

Play Battle without End

Feb. 24, 2013

Rating: 4

Counterattack is so good, that ranged isn't really viable, since you lose that perfect ability to not only negate incoming damage, but reflect it. Ranged should get another defensive option for parity; call it 'evade' or something... to be able to at least negate incoming attacks.

Battle without End

Play Battle without End

Feb. 23, 2013

Rating: 7

Solid game, but the lack of mute is... problematic. There's only a few sound effects in the game, but they're really quite jarring (especially the 'upgrade fail' scream), so I'd like to be able to turn them off.

Bubble Tanks Tower Defense 2

Play Bubble Tanks Tower Defense 2

Dec. 16, 2012

Rating: 38

Dodge creeps counter non-AOE towers... but the Area Burst towers themselves have no counter, and will happily kill all the waves at once, if you upgrade them appropriately. This makes the game fairly shallow, sadly. To fix this, I'd recommend a 'Heavy EMP'; on death, they disable whichever tower killed them, instead of just the nearby towers. That'd be enough to stop you from beating all the waves with one tower, at any rate, and allow for more diverse strategies.

Rocket Santa 2

Play Rocket Santa 2

Dec. 15, 2012

Rating: 2

Mute doesn't actually work. This is a big deal, and implies a lack of testing... which about matches my overall impression, for the time I played before getting bored. 2/5

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: 6

Greedy doors always contain spells... which makes it really quite easy to tell whether or not they're worth the price of admission. Remember also how much health you gain from burning a spell; that's the value of the door. If the door costs health, then, it's usually worth it, since you probably gain health by burning the spell outright. If it costs gold, it's frequently a better deal than the shop... which does not necessarily say that it's a GOOD deal. If it costs attack, it's usually a bad deal, since attack points are expensive (multiple attack points, ruinously so). If it costs life crystals, it's invariably a bad deal; that's a permanent advantage you're sacrificing for a temporary one. If Greedy Doors occasionally had something better... like Life Crystals or big heaps of gold or something similarly enduring, that'd make it more interesting; you might consider sacrificing attack late in the game when you're likely to die before long.

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: 552

The ability to trade in spells at such a good ratio DECREASES your options, paradoxically. The benefit of using a spell in battle can be described as 'how much HP does this save me?'. Since, for most of the game, the monsters are pretty weak, killing them more quickly or avoiding their attacks doesn't have much effect, the healing winds up being better. Exceptions include spells you can fight a ranged attacker with (polymorph, fireball, teleport) since ranged attackers do absurd damage compared to anyone else. Also, spells you can use to suppress a boss (polymorph, freeze), are better when you actually find a boss. Also, if you cast lightning to hit multiple opponents that would each take 2 hits to kill, dropping them to where you can kill them with one hit; that's also better, when the numbers line up. The rest of the time, the heal ratio is so good that you're better off healing, which makes first strike and power pretty useless; since you almost never benefit from using them.

Dungelot

Play Dungelot

Dec. 11, 2012

Rating: 2

Of the three characters, the Vampire is clearly superior; there's no beating the sustain off Blood Drain, and bats hit the whole room (something no one else does). There aren't enough undead to make the drawbacks of Undead Sympathy felt until lategame (although to be fair, it is a kick in the teeth once you're fighting decent undead). For the same reason, the Paladin is the worst; taking less damage at a certain change is worse than healing with a certain chance unless the damage you'd avert each round is more than the healing... and on the whole, it's totally not. Similarly, the Paladin usually can't survive long enough to get to use his advantage over the lategame undead, especially given his terrible starting attack. Dwarf fares slightly better with his attack steroids, but it's not really enough.

HD Xyth

Play HD Xyth

Dec. 10, 2012

Rating: -4

Major Bug: The recent patch wipes save files! All my cards and progress are now gone. :(

Developer response from nulllvoid

The game doesn't wipe savegames. Most likely your browser does. Check this wiki page for more info : http://nulll-void.com/games/wiki/doku.php?id=wiki:savefiles

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