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Fritz_b's Comments

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BodyWalk

Play BodyWalk

Mar. 25, 2016

Rating: 0

It seems interesting and I loved the choice of music and art style, but there is very little sense of direction, or if you're actually meant to be doing something. I couldn't tell if this is a journey of discovery game, or if there is a 'end goal', so to speak. I feel like I've looked at everything and been everywhere, so I'm going to leave it for now. Perhaps an optional map of some sorts for players to refer to when they've visited an area would help a lot. Still, very interesting and I would be interested to see how this develops :)

Planetarium

Play Planetarium

Mar. 19, 2016

Rating: 1

Really good for a first game, it played smoothly and I didn't encounter any bugs. My main annoyance was picking things up, it would be nice if your character just picked the nearest object up when pressing E, instead of the arm gymnastics and trying to get close enough to them, without being too close. Most of the time, by the time I'd picked an object up, I had to drop it again to fight off another swarm. I think the difficulty was just right given how many lives you get for replacing ship parts and it kept the action going, but it did feel overwhelming at times with the current part-collecting mechanic. Good luck with future games, with how solid this was as a first game I'm sure you'll do very well! :)

Developer response from Icon3x

Thank you Fritz b! I know it isn't the best game one can make, but I'm proud at it. It means a lot! I'll try to fix it a little bit before I start on new ones or continue on this game. Thank you one more time ;) Everyone needs that kind of comments

The Aberration Inside

Play The Aberration Inside

Mar. 17, 2016

Rating: 15

Good to see a new point-and-click escape from you, it feels as if it's been far too long! I particularly enjoyed the writing style and story, the feel reminded me of Penumbra etc. I wasn't too keen on the reaction parts, they weren't too bad but sometimes unresponsive, so it got frustrating. They were easy enough that it didn't matter too much, if a little tedious. I think my main gripe was the navigation, sometimes I didn't want to progress and it suddenly would, even though it told me I was going to turn to look elsewhere. It would also be nice to have 'if you go here you cannot return' type warnings, as I felt I was punished if I happened to find the correct way too soon, and I don't fancy doing it all over again just in case I miss-click at a crucial spot. Other than that, I really enjoyed it! Interesting use of shadows and lighting. 4/5, with warnings that you can't return (written like the story, so as not to disturb the overall feel) would easily be a 5/5 :)

Developer response from Psionic3D

Thanks for the constructive feedback, I will definitely take it on board for future projects. Hopefully now most of my Unity & WebGL issues are sorted I can concentrate on churning some games (and sequels) out this year!!

The mother of the bird men

Play The mother of the bird men

Mar. 15, 2016

Rating: 76

I've really enjoyed your other games, so I was more than a little bit excited to see this announced in my game messages. Like your other games, I can't even begin to imagine the amount of work that went in to this, all the little extra weird and wonderful touches were once again greatly welcomed. 5/5, look forward to what you come up with next!

Golden Statue Ransack

Play  Golden Statue Ransack

Mar. 13, 2016

Rating: 0

I'll try to give a warning without spoilers, as this is one of those silly escapes that not only completely restarts you if you mess up (meaning you have to go through the whole tedious backpack items all over), it also restarts your sound options. Basically, don't do anything with the panel in the floor after opening it until you're certain you've disabled the camera. Now the second warning, it doesn't turn it off, it disables it for 20 minutes. Pausing the game will pause that timer. It's safe to open the floor panel before disabling the camera to buy you a little extra time, just don't do anything 'with' it until it's 'off'. 20 minutes was plenty of time, but yeah, it's still annoying if you're expecting a non-time casual escape.

Home

Play Home

Mar. 10, 2016

Rating: 1622

What a gem! I nearly skipped this as I read the description, thinking there wouldn't be much here, but there was something compelling about it and I ended up staying for the story. It was incredibly well written and to the point, it felt there were no 'wasted' words. I loved how it unfolded graphically as well, I was a bit worried it would just be simple walking back and forth, which in a way it was, but it didn't feel tedious due to the changes. I also enjoyed the RPG humour such as boar pelts ;) If you have any plans to expand on this in the future, I really look forward to seeing what you do with it. Perhaps more graphical changes such as mementos from those you've helped or wronged, a journal tree, a town and quests etc. I wish you luck with what you do with it, but if you do leave it where it is, then thank you for the story so far :)

Developer response from Raius_

Thanks, glad you liked it! I plan on coming back to this someday when I feel like I can really expand on it and make it have actual gameplay and so on so it won't be for a long time but it'll definitely happen. And I'm glad someone picked up on the boar pelts thing :P

Vibrastones (Prototype)

Play Vibrastones (Prototype)

Mar. 05, 2016

Rating: 0

P.S Just gave the game a refresh and it doesn't save. I'm hoping that's just because it's a prototype for feedback, but though I better say in case it's important.

Vibrastones (Prototype)

Play Vibrastones (Prototype)

Mar. 05, 2016

Rating: 0

Really interesting concept! I like how there's at least 2 ways to solve it, like remembering gem combinations per block, or puzzling out the layers of sound. It's particularly satisfying if you can get the right sound combination quickly sometimes. As for criticism, the character movement felt very sluggish (not game-breakingly so, just tedious) and the game could do with re-sizing. The only potentially serious problem I encountered was that the gems can leap around whilst vibrating which makes it very difficult/impossible to remove them from the zone sometimes. My guess (and I don't have a clue about making games) is that perhaps the visuals are tied to the hit boxes. So if you gave the gems a visualisation to show they're resonating, with a clear hit box (or have the whole gem as a hit-box without visuals affecting it) it may be easier to move them. Really interesting prototype and I wish you all the best in the final, polished product! :)

Soul Breaker

Play Soul Breaker

Feb. 19, 2016

Rating: 0

@npctherapy Thank you for such an informative response! How exciting, I look forward to the full game even more, now :) Maybe I'll revisit this demo later and have another crack at the boss knowing that it's beatable ;) Thanks again, best of luck.

Soul Breaker

Play Soul Breaker

Feb. 18, 2016

Rating: 0

Wow, this played really smoothly and the atmosphere was great,loved the 'sense of impending doom' vibe it gave off! The music fits it really well. I think the main problem I had was no sense of progression, a boss health-bar would be nice, because visually it only showed me when I damaged or destroyed the hands, and I have no idea how well I'm doing with the boss itself. Due to this, I also can't tell if I'm meant to simply survive for an indefinite period, or in fact defeat the boss to progress. Also, the play window is a little too tall. I can see everything, but not being able to see the edges of the screen make me constantly wonder if I'm missing anything. Really look forward to see where you go with this and what tricks the boss (or bosses!) will have.

Developer response from npctherapy

Thanks for the feedback, we really appreciate it! I have ran this by the design team and we will be implementing a health bar as a mechanic as soon as we can, based on your feedback. The boss is beatable, it's hard yes but you can do it. We're also looking into the making the play window more easily visible so that we can avoid players feeling that way. We're glad you asked, there will be more bosses! I can't say for sure how many yet but if you're looking for updates on the game feel free to check out our Facebook page. We'll be posting updates as often as we can showing off the bosses and how close we are to finishing the project.

Diary of A Cat

Play Diary of A Cat

Feb. 18, 2016

Rating: 219

I agree with illustratorgirl, too short but very sweet. I also loved Medieval Cop, you obviously have a great gift for storytelling and very interesting ways to express that, so I very much look forward to your future releases. Best of luck and although I'm excited to see new games from you, don't rush art! :) If you keep up this quality of storytelling and plot then I can see you doing really well here :) Although short, 4/5 for potential and because you said there will be a full game on the way.

Developer response from VasantJ

Hi, thanks for your compliments. I am currently working on medieval cop 2 and 3 at the same time so it will take some time to make the full version of this diary. But, I promise, it will be completed. Thanks :D

Adventure and fighting

Play Adventure and fighting

Feb. 16, 2016

Rating: 0

@MiaoMiaoCat Wow, thanks for the detailed response! And don't worry, I can understand you :) That's partly why I found it so confusing that the game was in Chinese (it's not a language I understand, so I hope you don't mind me using your words for it) because the introduction story was written so well in English :) Your idea to create two language versions is great, it would reach even more people then :) Don't worry about the bug if you made it a long time ago, I enjoyed playing that far. If it helps in the future, my browser is Chrome. Good luck with your future games and I hope you enjoy Kongregate, I'll add you so hopefully I will see new releases! :)

Developer response from MiaoMiaoCat

I'm also thanks for your detailed comments!It's also rarely to see a player have writed so long a comment to me especially in English.You are so kind and I add you too.I'm eager to build up my English skill and create more game.You comment give me a lot of encouragement.Thank you again!.

Adventure and fighting

Play Adventure and fighting

Feb. 16, 2016

Rating: 1

Pretty fun beat em' up, I found it confusing how it switched from English (including the story) to another language so I ended up picking the character that most looked like a type of class and it seemed to work, though it would be nice to understand all of it instead of just the main menu buttons and the first part of the story. The graphics are gorgeous and the music fit it nicely. I think there is a bug though, I can't pass level 9 as despite having killed all the monsters, the arrows sometimes don't appear to show you can progress. Sometimes it happens after the first wave, sometimes the second, and despite 3 refreshes now, and waiting a long time each time to see if there's a delay, it still won't let me progress. Had fun with it though, please let me know if you fix it or need more info :)

Developer response from MiaoMiaoCat

Thanks for your advice.In fact,I'm a Chinese,and my Engligh is bad.I made this game maybe 1 years ago,at that time I don't expect to upload this game in a foreign website,so there are sth in this game can't be translated to English,they are images not words.Recently,my friend recommend me this website,I try to translate my precious game to English,and I find this problem.But from now on,I will Prepare two languages versions in advance when make a new game. About that bug,I don't know why either,It's work good in Chinese,I also don't know what happen,and because it was made so long ago,I'm nearly forget the codes of this game,I will try to find the bug,but not sure. I'm very sorry,and hope you can understand my poor English.

Disaster Will Strike 6

Play Disaster Will Strike 6

Feb. 15, 2016

Rating: 2

As others have said, it felt much easier than the others, but I hope that's because it's a warm-up for new disasters. I liked how it focused a little more on mechanics, (eg. Force-stopping disasters, baiting the swarms and their pathing) so this episode seemed more of a refresher on what you can do, and making you think how to employ that instead of just straight physics and puzzles. Hopefully the next one will be a nice combination of everything, you don't appear to be running out of decent puzzles, so that's hopeful :) The only thing I wasn't too keen on was the randomness of the hail. It does its job but most of the time it felt tedious. As an aside, the music was particularly great in this one, I couldn't keep still ;) Nice work! 4/5 as it was a bit too easy, but I have high hopes for the next one.

Jump Saga

Play Jump Saga

Feb. 14, 2016

Rating: 1

Not bad, nice art style and the controls respond nicely, however I found the character to be far to floaty in mid-air. 3/5, it's a good start! :) I also liked how it was level and performance based rather than just one long survival run.

Developer response from Ashley2556

Thanks !

Dragon Heart

Play Dragon Heart

Feb. 12, 2016

Rating: 3

It's a nice start :) Are the only current quests Rescue the Princess, and the Valentine's Gem quest? I've looked and looked after speaking to the Princess and can't find anything else. Hope you expand on this in the future! :) Things that would be nice to see are a name of dungeon display and floor counter, a description when you pick something up (eg. Yellow Gems) and perhaps a description for non-useful solid blocks to let the player know you can't pick it up. (eg. ''Some flowers. Nice but useless'') Perhaps also a quest log with the current status, what you have to do to complete it, and maybe an indicator to show who has quests for you so it's clearer for where you have to go next. 3/5 due to length and a lot wasn't clear, so far it felt like I was mainly waiting for enemies to move. It has a lot of potential though, good luck! :)

Developer response from BriskajStudio

We are doing more dungeons for you all and a more beautiful story! Thanks!

Sliding Box Puzzle

Play Sliding Box Puzzle

Jan. 25, 2016

Rating: 0

Pretty decent, if a bit too easy. I found the stars helped you to find a path to the exit, rather than an additional challenge to get them all. The levels often looked more complicated than they were, so with the star 'pathing' I can see this being a really good beginner's tool to ease into sliding-block puzzles, or a fast refresher for those who are out of practise. The music had an annoying habit of randomly stopping and starting, and I wish it continued to play instead of restarting at the beginning of each level. 3/5, it's a good start :) With the music fixed and perhaps a medium and hard levels pack added, it could easily be 4/5. Good luck! :)

Igor The Necromancer

Play Igor The Necromancer

Jan. 07, 2016

Rating: 0

It’s incredibly well made and the control you’re given over volume was nice especially considering how short it was. The movement and character switching mechanics were smooth and easy to grasp, and weren’t frustrating even with the trickier ledges. The checkpoint system was clever in the way it worked for all 3 characters, and they were well placed. I loved the art style, graphics and music which all fit the atmosphere of the game really well. The story was lovely and again, fit the game so well. The humour and casual dialogue was great without detracting from the more sombre side to the story, and again was impressive with how much it gave you for such a short game. I really hope to see more from you. in particular some sequels to this game as it feels like it scratched the surface of the story and leaves you wanting more. Good luck with your future endeavours, and thanks so much for making such a bitter-sweet little game! Hopefully it’s just the beginning ;)

Vertigo: Gravity Llama

Play Vertigo: Gravity Llama

Nov. 19, 2015

Rating: 8

Having recently completed Gravity Llama 2: Llamas in Distress, I decided to come back here after ragequitting a long time ago to have another pop at the hard badge. It really is incredible how far you've progressed in developing - in the 2nd one, the controls are responsive, there's none of that weird slipperiness (grass in GL 1 is like ice in GL 2 xD ) and I found I wanted to try and get everything. In GL1, I found myself just trying to rush through things and doing the bare minimum to beat levels. So, while this comment isn't exactly positive to this game, I just wanted you to know my appreciation for taking everything on board and really polishing the second one. Thanks for listening to us and getting so much better at making games and their mechanics! :D Best of luck in the future, maybe a GL3? I hope so! :)

Idle Sword

Play Idle Sword

Nov. 11, 2015

Rating: 4

I just had the same weird issue as silvadel - I had starting warrior, healer, necro, necro, all at lvl 40+, refreshed game for the 1st time as a piece of loot wasn't disappearing graphically and my first necro turned into a lvl 1 archer :/ Wouldn't have been too bad I lost all of their kit as well :( There really needs to be a vault system for items we want to think about or save for later. An offline save feature would be good, too. Surprised new idles are still being made without it implemented right away. Despite the bugs and much needed polish, it seems to be going pretty well so far :) I'd like to see a 'highest floor reached' and perhaps a loot table for each one as we find stuff, so we know where to farm later instead of guessing. Agree with others that the inventory really needs a stacking function.

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