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Bullet Audyssey

Play Bullet Audyssey

Dec. 10, 2011

Rating: 11

For those having trouble with the lasers: in the early levels they aren't too hard to dodge normally, but later on they tend to come too rapidly and will box you into a corner, as they home onto your location in an X, and there's little to no time from one laser to the next. Set yourself up on one side of the screen and inch to the other, and the lasers will always be just behind you. When you near the other side, suddenly make a short dash the rest of the way, then turn around and continue inching. The jump will create a hole in the laser progress that prevents you getting hit on the turnaround.

Bullet Audyssey

Play Bullet Audyssey

Dec. 09, 2011

Rating: 2

A slow ability? Girl, please. I play Touhou.

Impasse

Play Impasse

Dec. 05, 2011

Rating: 6

The concept is the easy part with a game like this... not that the concept isn't brilliant here, but the LEVEL DESIGN is the real headache for the designer. As much as these levels were fiendishly difficult to solve, they were even more difficult to design!

Orbical

Play Orbical

Oct. 17, 2011

Rating: -2

Southgrove: The evidence I was seeing for time-based levelups was there were a few times when I leveled up without having just cleared anything, which threw me off the scent. Chalk that up to a lag in the growth of the levelup bar, though.

Developer response from Southgrove

Ah, right. Gotcha. =)

Orbical

Play Orbical

Oct. 17, 2011

Rating: 3

Okay, I answered my own question: the level meter increments based on pieces cleared, and this is a problem. You clear X pieces (the number required to level up) and the game throws down Y pieces (the number added on a new bottom layer). The difference between X and Y is the difference in the number of pieces from stage n to stage n+1, and can never be overcome. Since you can't alter the number of pieces that will be on the sphere, the only recourse is to make sure the pieces are packed as tightly to the core as possible. In other words, any clear that's further down than you need it to be is a bad idea. Combos which reach further into the sphere than you want them to will hurt you. All attention must be given to the "mountain peaks" at all times. This is hurting your game, and should be changed. I recommend making the level-up bar time-based; this is more traditional and will reward more skillful play, rather than forcing the player to constantly fight fires.

Developer response from Southgrove

That's the core of the game play in this game mode though. I will add a strictly time based game mode soon though. This is the 'fire fighting'-mode. =) Very nice deconstruction of 'Containment' though! Few ,if any, have deducted that much.

Orbical

Play Orbical

Oct. 17, 2011

Rating: 0

Is the level progress influenced by time or pieces cleared? I've seen evidence for both.

Developer response from Southgrove

Time doesn't affect level progress at all, only pieces that you blow up. =) What evidence did you see for influence by time? *curious*

Frantic Frigates

Play Frantic Frigates

Aug. 27, 2011

Rating: 6

I want a magnet that attracts diamonds! Buy me one!

Wonderputt

Play Wonderputt

Aug. 18, 2011

Rating: 1

I suspect anyone who dislikes this game because it's isometric has never played Kirby's Dream Course, which is likewise made of awesome. This is visually fun, challenging yet not overbearing (except maybe that last star that requires all 10k scores, shudder), and has decent replay value despite being pleasantly short. Can't really think of a way to improve on this... the only thing I didn't really like was the cutaway to the torpedo interior. Felt like the whole game should have been on ONE board, didn't need that extra mini-board for two holes.

Clockwords: Prelude

Play Clockwords: Prelude

Aug. 14, 2011

Rating: 5

Very strong concept, stunning visual style, and menu music I never ever get tired of, music that captures the style perfectly. Also plenty of challenge, brain drain, play depth, and flexibility. Five stars... but I also have some suggestions. First, less levels, as has been said; also the level layout gets a bit boring after so many levels. Add some variety there. Perhaps continue the story? He could take the machine to some other interesting locations instead of holing up in his study. These are just things to expand on, though - you have a masterful creation here.

RPG Shooter: Starwish

Play RPG Shooter: Starwish

Jun. 16, 2011

Rating: 17

By far the best game I've ever played on this site. I don't often vote on games, but felt I had to give this the five stars it deserves. It is not without flaws; the stages lacked variety, and some of the dialogue could have used revision; for one thing, there were a couple points that weren't internally consistent. That's all I can say in criticism, though, and it's not much! The hallmark of a good story is that you become attached to the characters. When it started out, a little voice in my head said, "this is going to be just like every other dialogue-driven Flash game you've played." Ten minutes in, that voice sat down and shut up. Standing ovation for everyone who worked on this marvel. With a little more polish, this game could easily go commercial, and I will be watching for a sequel - you WILL make one.

Santa Rockstar: Metal Xmas 3

Play Santa Rockstar: Metal Xmas 3

Dec. 25, 2010

Rating: 1

1/5 because of the lag and lack of save feature. I mean, come on, did you play test this game at all?

Infected

Play Infected

Dec. 01, 2010

Rating: 0

There is an old DOS game called Hexxagon that uses these same rules, but on a board of hexes instead of squares. It's only 1v1, either two-player or versus the AI. The highest level AI is VERY tough to beat. The game supports custom boards.

Frantic

Play Frantic

Dec. 23, 2008

Rating: 0

I will mention this game has rather wonky hit detection, so this only gets 4/5. Nice concept, could use a tiny bit more polish.

Frantic

Play Frantic

Dec. 23, 2008

Rating: 0

Went unscathed until stage 8, when I got hit by a stray bullet early in the stage. I'm flawless on bosses... just those stupid little enemies get me somehow every time. Impossible badge is a great challenge and not seemingly unreachable, like some.

Amorphous+

Play Amorphous+

Nov. 18, 2008

Rating: 0

Razor Queen is fairly easy with the reactive armor, but even in Practice mode I have not succeeded in landing a single blow on a normal one. Any blow inexplicably hits one of her blades, no matter how I angle it, when I try to strike... even follow a guide on beating her, still nothing. I do not believe it is possible to splat one.

Amorphous+

Play Amorphous+

Nov. 17, 2008

Rating: 0

The final Bounty Run award claims it takes ten minutes of survival to acquire. Clocked multiple times, it actually takes 15.

intrusion

Play intrusion

Nov. 13, 2008

Rating: 0

And now it will not give me the medium badge. Sigh. Is there no end to the bugginess?

intrusion

Play intrusion

Nov. 13, 2008

Rating: 0

There is a spot in level 2 that seems impossible to get past. It's the spot where the switch makes the four screens say "kill him," once all the enemies are dead there seems to be no way to get up through that little hole in the ceiling. You can't jump high enough, even with the springboard.

intrusion

Play intrusion

Nov. 13, 2008

Rating: 0

Far too buggy. Got stuck on the second level thanks to an enemy moving out of my reach. Until it gets fixed, rating this a 2/5. Would have been 1/5 but the graphics are pretty decent.

99 Bricks

Play 99 Bricks

Nov. 10, 2008

Rating: 0

Someone finally combined two of the greatest games ever made - Tetris and Jenga! I do agree with previous posters, though. Unless there is an actual imbalance in the structure, it shouldn't sway. The fact that 1x4 pieces (purple) can be stacked end on end and STILL sway says there is wind, and this introduces unnecessary frustration factor into what is otherwise a VERY solid concept. 4/5 for that, I'm afraid.

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