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joker5's Comments

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Idle Awards 2

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Jan. 18, 2025

Rating: 0

Small bug report: Changing the target while battling while the XP gain indicator is floating changes the XP to match the seen monster rather than holding constant value as it should

Idling to Rule the Gods

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Feb. 25, 2024

Rating: 2

It's ironic but the game is too meek; no build or creation progress when no attention

Synergism

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Oct. 02, 2023

Rating: 2

bug; research to regain obtanium re-applies treats gained obtanium as coins and re-applies diminshing return function

Idling to Rule the Gods

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Sep. 03, 2023

Rating: -3

Bug report: Monuments present as sequential multipliers but only add.

The Empty Kingdom

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May. 05, 2019

Rating: 8

Hauntingly, perfectly beautiful. It's actual art.

The I of It

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Mar. 05, 2018

Rating: 1

You actually saw the T as you left gravlab, probably. It was the minHeight golftee!

Tangerine Tycoon

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Jan. 08, 2017

Rating: 0

Idea: Visualizer upgrade. Maybe have it include stock values, prices at purchase vs. now... visual representation of gains/losses in current portfolio?

World Idle

Play World Idle

Dec. 24, 2016

Rating: 2

Is there an option to prioritize worker percentages in one industry when other industries reach a certain percentage and/or surplus of production, other than "make the player do it"?

Swarm Simulator

Play Swarm Simulator

Jan. 08, 2016

Rating: 7

An odd idea, perhaps not in keeping with the spirit of the idle game: Add a color-coded flowcharts plugin using modifiable conditionals, e.g., "auto-buy 25% queens whenever you reach 1.33M roaches", "immediately buy maximum nests available"... and, this is more advanced, but perhaps also a simple scripting language to shift the conditionals and enable/disable flows as appropriate. Could be anything from a slight gameplay efficiency boost (not sure about efficiency/computing resource) to a flat-out game solver.

Woodclicker

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Nov. 20, 2015

Rating: -4

Needs a way to disable the chainsaw and go back to the axe...

Polygonal Fury

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Dec. 11, 2010

Rating: -12

Having beaten the game, I can't say I was "surprised" by any depth of strategy. The engine's a cute toy, I'll give you that, though.

Harmony Keeper

Play Harmony Keeper

Nov. 30, 2010

Rating: 2

This game's upgrade system could use some balancing No matter how much you shoot and eat you'll never have more than 1 level of upgrade's worth of mana, even after all the bonuses. Also, (some types of) fishes should _really_ stick close to you, circling around like. If you want to encourage more tactical play and selection of party, fine, then have two layers, or have out-groups, or, heck, even have them just jump in the best place for themselves by their type... but at least make the party useful. |: Also, maybe you could have the fishes be stunned when they're hit, and do a little damage to what hit them, knock it back a little, and flash for a few seconds where they can't fire. That would remove the need for the slow recharge while still giving the player a little bit of a buffer... but it would also let the player's attacks be messed with, so you'd have to balance it to keep it fun. That's something the maker of this game is pretty good at, though, so I have hope for this.

Tetravalanche

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Oct. 22, 2010

Rating: 2

@yfan: I was going to write a shocked review pointing out the fact that this game is actually fun, because it provides a clear punishment for failure and a fun balance between "too fast" and "too slow", explaining how this game completely demolishes Avalanche from every design perspective... but you already beat me to it!

Sieger

Play Sieger

Oct. 10, 2010

Rating: 4

I think that most reviewers who are posting comments are not judging games based on their potential for fun and interest very accurately. Compared to the bullshit of Crush the Castle this is a breath of fresh air. In particular removal of the trebuchet seems to make the game just feel a lot... closer to the player. My only complaint would be that the levels are a bit too small and simplistic - had trouble golding only two the first time, and when I went back those were no problem - but maybe that's just the effect of the difficulty curve, which I think is the second-best part of this game! I now have a new standard for a 5/5 game. Thank you.

Choose Your Weapon 4

Play Choose Your Weapon 4

Jun. 15, 2010

Rating: 41

Game's hitboxes are placed so shoddily playing this game is almost painful. Weapon selection is interesting and was pretty clearly given more thought than the rest of the game, but it doesn't make up for the fact that this game is sloppily coded and doesn't deserve really deserve a rating above a 3.

Grid

Play Grid

Jun. 04, 2010

Rating: 1

Plusses: Ambiance, art/design/background, interesting puzzles (though I'm not even halfway done so maybe they turn disgustingly hard). Minuses: Slow score tally/no skip button/no mute button, as every other freaking comment has pointed out. Notes: Derivative of/inspired by an old puzzle game that was pretty much the same thing without the constraint of requiring a node to be powered in order to rotate it. Final rating: 4/5 until this game's few problems are fixed. Upload a bugfix and expect 5s.

SkyFyre

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Sep. 23, 2009

Rating: 0

The loading screen - move it to a help screen. It contains game-vital information that is illegible to those with a broadband connection or bad eyes.

Amorphous+

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Sep. 17, 2009

Rating: 0

Bug report: If you have the sound muted from the options menu, and are playing a video from YouTube, and die or go back to the main menu from the pause screen, it cuts out the audio track on the YouTube video.

Redstar Fall

Play Redstar Fall

Aug. 26, 2009

Rating: 0

One of the best executions of the concept I've ever seen. The click delay combined with the slow, un-buggy physics means that it is both challenging and relaxing without relying on cheap, pixel-precise tests of clicking skill. Play this now if you're a fan of the genre.

Penguinz

Play Penguinz

Mar. 27, 2009

Rating: 0

Oh, and bosses damage you even when they're dying, making their final pickup a gamble.

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