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Hopper262's Comments

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10 Bullets

Play 10 Bullets

Feb. 28, 2013

Rating: 0

Fun for about ten minutes and then you've seen everything the game has to offer, but hey, there's room in the world for bite-sized games too. What's there is flawlessly executed.

CP6

Play CP6

Feb. 27, 2013

Rating: 1

The momentum and acceleration were unintuitive to me. I felt like I had very little control over how far I was moving, so stopping to avoid crushers or jumping across pits was more chance than challenge. While I appreciate the checkpoints and unlimited lives, I only got halfway through red and orange sectors before giving up.

Nom Nom Adventures

Play Nom Nom Adventures

Feb. 27, 2013

Rating: 0

This is like a remake of Casablanca with community-theatre actors. Maybe it's fun to produce, but there's no point in watching it when the original is better in every way.

Band Of Heroes

Play Band Of Heroes

Feb. 22, 2013

Rating: 1

There's nothing terribly original about upgrade games, top-down shooters, or fantasy RPGs, but mash 'em all together and you get something pretty darn fun. Nice job on carrying over the best elements from each!

Magnets

Play Magnets

Feb. 14, 2013

Rating: 4

Wow, I found this quite difficult. A level-select would be nice, so I could try a different puzzle when I'm stuck on one.

Little Stars for Little Wars: Players Pack

Play Little Stars for Little Wars: Players Pack

Feb. 01, 2013

Rating: 0

Like xyroclast said, the mechanics are the best of this type of game. The actual levels, though, vary wildly in terms of difficulty and interesting tactics. The content just isn't worthy of the gameplay.

Folds -- Origami Game

Play Folds -- Origami Game

Jan. 30, 2013

Rating: 3

A hint button would be great -- on a few puzzles, I have no idea where to start. There were a few too many "fold the paper into a line" levels -- after figuring out the T, most of them until the B were more tedious than challenging.

Monster Legions

Play Monster Legions

Jan. 28, 2013

Rating: 113

With only one unit left on each side, I used the "instantly kill 1 enemy" bonus. Apparently a tie is no better than a loss; I was "defeated" by the remaining non-army.

Dillo Hills

Play Dillo Hills

Dec. 31, 2012

Rating: 1

A refreshing momentum game, reminiscent of Yoshi's Island skiing levels. The hat challenges are ridiculously hard and specific, which dampens the incentive to replay, but it was a fun way to waste a couple hours.

Ubooly & Friends

Play Ubooly & Friends

Dec. 18, 2012

Rating: 0

Never mind my last comment - sound isn't needed; it just took me a while to figure out the riddle and the hint. I'd forgotten that the character in the corner is Ubooly (like in the game title), so that made the hint hard to understand.

Developer response from BeardshakerGames

Top notch!

Ubooly & Friends

Play Ubooly & Friends

Dec. 18, 2012

Rating: -2

Please add to the description that this game requires sound. I liked the puzzles, but I can't get anywhere with Hums because the speech isn't captioned.

Developer response from BeardshakerGames

Don't worry about the sound, watch out for: First letters - shells - and blue boys and pink girls :)

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: 2

I don't have much feeling of progress. Many upgrade games have "story mode" along with "endless mode," but if you don't want that, more stats and achievements would help. As it is now, there's nothing to work toward once I unlock the brewer. I get a score but there's no way to compare that to my previous runs; I get trophies but can't see my collection or which I haven't gotten.

Tricky Rick

Play Tricky Rick

Dec. 09, 2012

Rating: 0

Grammar nits in achievements: Headball Master - "Hit a guard..."; Demolisher - "Break a wall..." (or better yet, "Break 5 walls"); Catch Me If You Can - "Complete a level..."; Noise in the Ears - "Fail a level..."

Developer response from tAMAS_Games

thanks! fixed :)

Tricky Rick

Play Tricky Rick

Dec. 09, 2012

Rating: 10

Minor issue: on level 13, when you need to hammer through the ceilings, they won't break if you're pushed against them when you hit Control. You have to drop down a bit, which confused me just a little.

Developer response from tAMAS_Games

thanks! fixed :)

Tricky Rick

Play Tricky Rick

Dec. 09, 2012

Rating: 24

I played through the game again, and your changes really helped smooth out the gameplay! The elevator triggers are natural now, and jumping is so improved that Level 11 is maybe too easy now. I think the girder changes helped too, although now I'm familiar with the levels so it's harder to tell. I appreciated the "hide" puzzles and later levels a lot more, now that I wasn't struggling with the controls as much. I agree with ellelis, the Space key should act as "next level" on the completion dialog. It'd be nice if descending elevators wouldn't kill you, but that isn't a big deal. Thanks much for working hard to give your game the polish it deserves!

Tricky Rick

Play Tricky Rick

Dec. 08, 2012

Rating: 15

I really like the level designs and concepts; there are a few places where you can get stuck in a hole, but the levels are short and R restarts quickly enough. I wish I could trigger elevators when I'm standing on them, instead of to the side, and that they moved more quickly. It feels like there are too many and too few keys -- I'm on level 28 and I still hit the wrong key, but I get annoyed at how Control triggers the "invisible" powerup when I want to throw. The comment by Snaks is probably due to the poor elevator control placement, not a reason to add another key. It's sometimes hard to "read" the levels; there's not enough difference between cosmetic scenery and solid walls.

Developer response from tAMAS_Games

thanks for your comments! I've done a few changes: the elevators move more quickly, and you can trigger them standing on them ( not only when you stand near the elevator buttons ). now the decorative girder objects are less bright and I've removed some of them. the solid walls look more contrastly. hope it will help to "read" the levels. the usage of the "invisible" power-up is a part of a puzzle. you have to choose a right sequence of actions to use it properly. maybe that is not so obvious and a little bit hard to understand. but that is why a main part of these levels moved to the end of the game.

Tricky Rick

Play Tricky Rick

Dec. 08, 2012

Rating: 1

The physics engine really detracts from this game. I've missed jumps (hitting my head on the ceiling), gotten killed by sliding panels, and just managed to throw my head over a robot instead of at him. I'm annoyed at the bounciness and randomness sometimes killing me, when I'd rather be concentrating on solving the puzzles themselves.

Developer response from tAMAS_Games

I've fixed jumps. I hope it will help to pass the levels more smoothly.

Snoring 2. Wild West

Play Snoring 2. Wild West

Dec. 05, 2012

Rating: 1

While I like the addition of stars, I'm disappointed that the game tracks per-level scores but doesn't show them, only the total score.

Snoring

Play Snoring

Dec. 05, 2012

Rating: 0

Playing for score could be fun. Unfortunately, the game saves the last score in each level instead of the best score.

Epic Battle Fantasy 4 - World Map

Play Epic Battle Fantasy 4 - World Map

Dec. 03, 2012

Rating: 0

In Ashwood Forest, five screens east of the Healing Pool, there's an impassible section of spikes. The mouse makes it look like it should be a walkway, as there's no square of red between the north and south; not necessarily a bug, but not great design when the passageways are already often confusing. * On the food market/windmill screen of the village, my FPS dropped as low as 18; it's generally been at 26-30.

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