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Idle Tower Defence

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Feb. 01, 2010

Rating: 1

It is indeed a 100% return.

Idle Tower Defence

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Jan. 31, 2010

Rating: 0

I've got a conservative count of 44, depending on how you count incomplete boxes. The range of... uh, range is about 43-48 depending on your counting method. I got this with just a straight diagonal maze. Sure, there are moments that a unit won't be in range, but the gain in total attack time is worth it.

Idle Tower Defence

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Jan. 31, 2010

Rating: 0

Yeah. The income rate is pretty linear, I'd just need to actually calculate it out. The HP increase, on the other hand, is not; I'd need quite a bit of data to figure it out, and it's really hard to actually select enemies to figure out their health. >.< Plus it starts rounding fairly early. But I've a question for you: About how many levels does a single upgrade allow you to advance?

Idle Tower Defence

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Jan. 31, 2010

Rating: 0

Yeah, I see what you're saying. It's not overly tedious to have like 6 towers though, if they're all being upgraded equally; sure, it's a little more work, but not very much. Plus, I haven't found having a maze to be that much of a problem; I fairly reliably leak 1 boss or a couple of armoured units, keeping my level nearly constant. I don't run into levels that just own my maze like you're talking about. That's another nice thing about having multiple towers: there isn't a certain threshold where you stop one-shotting and you start leaking, as your maze is designed in the first place to kill over time.

Idle Tower Defence

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Jan. 31, 2010

Rating: 0

@Catgofire: I'm not entirely sure that's the best method, for several reasons: First, it costs less to get 5 towers with 30 ROF than 1 tower with 150 ROF. Second, sets of 3 towers of different colors do a total of 3.5x damage to any color, rather than 3x if you had 3 white towers or 1 triple damage white tower. Third, since cost/damage is roughly a constant, it makes more sense to get a swarm of towers for crowd control than to get 1 extremely powerful tower, as the cost will be about the same for an equal amount of damage, and your towers waste less damage on overkilling targets.

Idle Tower Defence

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Jan. 30, 2010

Rating: 1

In addition to the problem I previously posted, towers are quite significantly more cost-effective when upgraded to 120 ROF, rather than 240. This oversight goes completely against the standard 'Upgrade Fully' mentality, and is quite counter-intuitive. With these two rather glaring balance problems, and likely more I have yet to find, it is clear that little effort went into the balancing of the cost algorithms. Coupled with the over-simplistic game design, I can't give this game better than a 3/5.

Idle Tower Defence

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Jan. 30, 2010

Rating: 1

The total price of a tower is dependent not only on what you upgrade, but also in what order you upgrade it. The most efficient order is dmg>ROF>range, while least efficient is usually rng>dmg>ROF, at more than double the cost. So it's most cost-effective to sell and rebuild whenever you want to upgrade damage, unless you're not upgrading anything else. Rather an extreme oversight, in my opinion.

Bubble Tanks Tower Defense

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Jan. 27, 2010

Rating: 0

@Hanging: Yes, spawn creeps can cause this to occur. However, it also can happen with split and air creeps; it's less likely, and I'm not sure what causes it, but it's certainly possible. As for the levels 'movin on up' and 'spread out', these levels are indeed extremely difficult to ace, and are rather luck-based, unfortunately. I find them easiest with a wide-range slowing tower, used for air suppression. Even so, they took me over 30 tries between them both.

Fluxball

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Jan. 17, 2010

Rating: 0

Very atmospheric. Unfortunately, it has over-simplistic gameplay, and no sustained value other than the atmosphere. Put this style into something more fun to play, and it could be great.

Tuper Tario Tros.

Play Tuper Tario Tros.

Dec. 28, 2009

Rating: 0

AWESOME. Seriously, I love this. You should make more levels, though; it would be amazing to have a full game, rather than a 1-level demonstration.

Creeper World Training Sim

Play Creeper World Training Sim

Dec. 23, 2009

Rating: 0

It's easy to completely destroy them. 1 basic tower near a spawn will contain it without the slightest chance of spread.

UMAG

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Nov. 25, 2009

Rating: 0

:\ First game: 4 rounds, I never got a turn. When I got killed, one of the other players won, despite them both being still alive.

Elona Shooter

Play Elona Shooter

Nov. 01, 2009

Rating: 0

I can confirm the upgrade glitch, and honestly, it breaks the game. At least the medal bonuses aren't so great as to break future playthroughs...

Kerixep

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Oct. 18, 2009

Rating: 0

537 seconds, and 4/5 stars. Would be higher, but none of the puzzles were very hard, and thus the game as a whole is a bit too easy. Otherwise, I like it.

Raider: Episode 2

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Sep. 01, 2009

Rating: -1

Agreed. The game remains almost unplayable, even with your solution.

Enigmata

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Aug. 25, 2009

Rating: 0

Certain upgrades combine, in a set order. Lasers + Double = Double Lasers, Ion Wave + Tetra = Tri-Wave, Missile Spam + Ultra = Ultra Missile Spam.

The Next Floor

Play The Next Floor

Aug. 19, 2009

Rating: 0

Extremely short, but rather fun. 5/5, but would be better with more levels.

Epsilon Strain

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Aug. 16, 2009

Rating: 0

I find it a bit funny that Pulse V and Tachyon V, both with X-mod, deal equal damage with equal explosion radius. The Tachyon can fire faster, but it takes 20 energy to the Pulse's 3. Why, with both upgraded as best as possible, is the basic weapon type better than the best weapon type?

Agony: The Portal

Play Agony: The Portal

Aug. 13, 2009

Rating: 0

The game isn't really difficult at all. Even on 'Insane', all it takes is a bit of finesse and it's a piece of cake. Also, bug report: ending any combo with 2 teleports will suspend the combo timer, allowing you to resume it whenever you want. You can even use magic, more teleports, and regular attacks without ending the combo. This allows the getting of obscene combos.

Chrome Wars

Play Chrome Wars

Jul. 18, 2009

Rating: 0

I'm pretty sure winning is possible simply by putting every point into one stat (except maybe Chrome, as it doesn't help combat at all). For that, 3/5.

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