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Horosco's Comments

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Robot Rising

Play Robot Rising

Feb. 22, 2013

Rating: 4

Suggestion: Never tell your player they can't play. Give dungeon running options for 5, 3, 2 and 1 energy consumption, with the appropriately lowered payouts.

MonsterCraft

Play MonsterCraft

Feb. 20, 2013

Rating: 2

A good start. First, only reveal monsters in the craft book once that monster has been made. Second, more monster combinations. Go at least one more generation, with combining the reds. Also consider combining all monsters, not just the same generation. Third, need to add a story, and dispense with the arena except for getting money.

Robot Rising

Play Robot Rising

Feb. 20, 2013

Rating: 2

Sorry, just thought of this. Perhaps use left mouse click for one action (movement or firing) and use the right mouse click for the other action.

Robot Rising

Play Robot Rising

Feb. 20, 2013

Rating: -1

I do not agree that keyboard movement is necessary. However, I do think that we should simply be able to click on an enemy, and continue to fire until enemy is dead or another enemy is clicked on. Holding should not be necessary.

Monster Tap

Play Monster Tap

Feb. 13, 2013

Rating: 0

I'm also running into a few near-infinite loops. Perhaps if a character makes the same move three times in a row, don't allow it to make that same move again until it does a different move.

Monster Tap

Play Monster Tap

Feb. 13, 2013

Rating: 0

It's a good concept. XP needs to be given to all team members or else one player will just go around hitting tombstones for xp. Dead players will need something to do or they will just get bored and leave. If you can't work out a way to ensure there's always at least one enemy on the board, allow players to generate an enemy if there are no enemies on the board.

Demons vs Fairyland

Play Demons vs Fairyland

Jan. 27, 2013

Rating: 4

Great melding of concepts. One suggestion, could you place the upgrade exclamation above the unit instead of to the side, as the exclamation is often obscured.

Wild Heroes

Play Wild Heroes

Jan. 19, 2013

Rating: 1

What is the 'new way of playing tower defense games' mentioned in the first line of the description? Though it's nice, it seems like standard tower defense to me.

Antimatiere

Play Antimatiere

Dec. 25, 2012

Rating: 7

I'm having trouble on the train. I am hard of hearing and am unable to determine which luggage is making a sound. Perhaps add a visual cue as well?

Antimatiere

Play Antimatiere

Dec. 25, 2012

Rating: 1

You don't start the game with the mouse cursor, you use A and D to make your selection, and then hit enter.

Jolly Jong 2.5

Play Jolly Jong 2.5

Nov. 14, 2012

Rating: 0

SpyderTek, it's a Majhong *Solitare* game. Just like Canfield is a card *solitare* game.

The 'Iron Grip: Warlord' Flash Game

Play The 'Iron Grip: Warlord' Flash Game

Oct. 30, 2012

Rating: 9

I do like the spys, haven't seen something like that, where if the spy gets past your defenses, it destroys one of your towers.

Funkin' Defense

Play Funkin' Defense

Oct. 20, 2012

Rating: -3

It has some good concepts, but the difficulty curve is way too steep. Gradually increase the difficulty with each level, don't make it shoot up fast after the second wave. Give some mouse over tips on towers telling which is what after you have placed them, and give feedback on how much damage they are doing to the targets they are hitting.

Beats TD

Play Beats TD

Sep. 08, 2012

Rating: 1

For those that don't understand the instructions that are provided, once you start a game, press the upper left button to show the tower types. Select the speaker, place a few of them on the grid, then select an instrument type and click on one of the speakers you have placed.

Beats TD

Play Beats TD

Sep. 08, 2012

Rating: 1

Needs better visual feedback on what exactly the towers are doing. The up and down motion doesn't give any information on what is going on.

UN-Natural Selection

Play UN-Natural Selection

Sep. 08, 2012

Rating: 29

Take out the real time aspect, allow a certain number of pairings per season, and give more detailed information on what traits each member has.

Wild West Town

Play Wild West Town

Jun. 11, 2012

Rating: -11

Don't prevent people from playing your game if you actually want people to play your game.

Epic Friends

Play Epic Friends

Jun. 02, 2012

Rating: -1

It's a great start. Got some great gameplay concepts in the different special effects and the AI commands pertaining to them. If you could add in traditional tower defense gameplay by way of mazes this could be pretty good.

Sperm Defense

Play Sperm Defense

May. 21, 2012

Rating: -4

Good start but theme does not fit the game.

MIssion Moon Card

Play MIssion Moon Card

May. 21, 2012

Rating: 1

It's a good start. I would perhaps deal out 3 or 4 cards at the start of the battle. As for how healing and shielding works, I would take the toggles out and just have some heals and shields randomly come out in the draws. By using your muck system, allow the player to build up the muck amount and then select what sort of muck card they want. Perhaps even have multiple mucks, a damage muck, a heal muck and a shield muck.

Developer response from Wenliss

Thanks for the encouragement! As you play and upgrade, you can get more cards dealt to you, it does get a bit unwieldy if you get too many so I started low so you have somewhere to go. I do like your idea of the different 'muck' options. Giving the player choices is good, which is why I'd rather stay away from too many 'random' mechanics. One possible issue is, not sure a player would muck enough cards in one run to make three different pools worthwhile, not to say it can't be adjusted. I can probably implement this as an upgrade, though it's a bit more enemy AI to figure out : p thanks again! -Welby

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