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CycloManiacs 2

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Aug. 20, 2011

Rating: -8

Screw it. "Coaster Booster" (taking Daft Lorna to level 11 boost ) is impossible, and TurboNuke ain't listening. 1/5 for game design failure, and I wash my hands of CM games, TurboNuke games, and longanimals and RobotJam games. There's better material on Kong to spend my time and money on, and less frustrating ways to earn my PowerUp Rewards points. Good luck!

CycloManiacs 2

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Aug. 20, 2011

Rating: -1

2270 comments and nobody has tried to compile a list of ice cream locations. I have six and have no idea where to look for the rest.

CycloManiacs 2

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Aug. 20, 2011

Rating: 0

A quick note: If you're slick, a nice skill to pick up is a ceiling-crawler flip. For instance: At the beginning of the Whale, when you enter the tunnel, you can immediately ride that entrance ramp up, leave like you're flipping, bring your wheels to rest on the ceiling, then complete the flap and you'll drop straight down on the floor. If you're REALLY slick, you can then hit the bump in front of you and fall down the slope, doing a couple more flips in the process. Another handy place for this is late in the Sun track: You hit two huge spike ramps with little asteroids over them. Ride the ramp up and go to do a flip at the top; you can bring your wheels to rest on the lil asteroid while you're upside-down, then push or drop off it to fall down and finish the far side of the ramp. It's also handy in tracks like the Space Cave and any track with narrow passages. Good luck!

CycloManiacs 2

Play CycloManiacs 2

Aug. 20, 2011

Rating: 3

@draconitious: Leave the ground. Nod your bike 45 degrees up or down, then 45 degrees the other way. The first Tick-Tack takes a sec, but if you just keep nodding your bike while in the air, subsequent TTs come more easily until you land. @stevenbaker: Once you're done with your stunts and boost, head to the far right. There's an end-track flag over there. You have to the stunts and/or boost levels till they're done, then go right and hit that flag. It's past the farthest-right half-pipe.

Alice is Dead Episode 3

Play Alice is Dead Episode 3

Aug. 20, 2011

Rating: -9

1/5. I just spent ten minutes systematically clicking every square inch of the first two screens. I have a bell, a brick and a panny. I used the penny to open the keypad, and now there's no way forward from here on either screen. Unfortunate, as I've enjoyed the series up till now.

CycloManiacs 2

Play CycloManiacs 2

Aug. 20, 2011

Rating: 21

The cat minigame: There's a button above the cat bed, on the side of the platform the King sits on. Press that to start the cat game. Invert: Leave the ground, turn and hang upside down in midair, then either complete the Spin or turn back upright the other way and land. The Invert time is the time you spend just hanging upside down. Tick Tack: Leave the ground, then make your bike nod up and down 45 degrees each way. After the first TT, the rest of them come easily until you land if you just keep doing it. Ninja Face game: The current card is compared to the card before it, not the first card you saw. If the first card is black ninja with blue mask trim and mouth showing, second card is the same, and third card is white ninja with red mask trim and no mouth, the second one matches the first one, but the third one does not match the second one. THIS is what it's asking. And the game's gravity is still too weak.

CycloManiacs 2

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Aug. 19, 2011

Rating: 5

Well, I stand corrected. I thought The Full Car Park was impossible... which it practically is, my best time is 64 seconds... but the REAL joke is trying to reach level 11 boost with Daft Lorna and her shiftless, overweight motorbike. Some parts of this game just are no fun at all. And the gravity still needs to be corrected.

CycloManiacs 2

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Aug. 18, 2011

Rating: 0

You Wish ( impossible ~ 60 points ) Complete The Real Car Park in 60 seconds or less. Dear TurboNUKE: I'm getting tired of telling you the gravity on this game is too low. Baalthazag has also noticed it, among others. Do something about it.

CycloManiacs 2

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Aug. 18, 2011

Rating: 1

I've unlocked 16 riders and don't have the first badge.

CycloManiacs 2

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Aug. 18, 2011

Rating: -15

And I'm taking another star off for the weak gravity.

CycloManiacs 2

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Aug. 18, 2011

Rating: -24

The disparity in difficulty between minigames alarms me. Pizzaroids is nearly impossible to complete without sinking hundreds of dollars into it. None of the other minigmes have anywhere near that steep a penalty. The fact that the anchovy fires automatically is as much a threat as anything, as you can barely control where the bullets go. He should really only fire when you hold the mouse button. I'm taking a star off for this.

Developer response from turboNuke

I find it rather easy. Oh well.

CycloManiacs 2

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Aug. 17, 2011

Rating: 6

Tick-Tack: Bring yer front up 45 degrees, then down 45 degrees, land. Invert: Hang upside down for a time, then turn upright and land. A wheelie must intentionally be started (your front wheel and the ground and you bring it up) to count. Pizzaroids: Upgrades make you shoot faster, try to destroy fragments before making new ones. Cat Flapper: HOLD the mouse button to keep flapping, you don't need to spam click. The game's gravity is still too low, by far. Otherwise, fun game!

CycloManiacs 2

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Aug. 16, 2011

Rating: 84

Not enough gravity. I wish I were kidding, but it's hard to get much use out of boosts because, even on rolling terrain (relatively flat with minor slopes and hills), you spend too much time in the air. You also don't cling to an uphill even if you ride your front wheel into it, which makes it harder to find momentum on ramps for high jumps. It's like Cyclomaniacs 1 with some kind of moon-gravity cheat enabled.

CycloManiacs 2

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Aug. 16, 2011

Rating: 0

Are there minigames besides what you start with in the home base? And what is the point of the Minigame upgrade? I've already beaten all the minigames, did it right at the beginning before the first race.

CycloManiacs 2

Play CycloManiacs 2

Aug. 16, 2011

Rating: 0

I detest that the space anchovie fires on it's own. You should be able to fire it with mouse clicks, maybe give it a little meter that shows how many shots you can shoot and slowly refills, so you can spam several shots but then you have to wait for the meter to fill enough to have more shots. The fish game could also just "pan out" when you level up, but that's a minor quibble.

Wonderputt

Play Wonderputt

Aug. 16, 2011

Rating: -15

Gets old fast. Spend some time trying to get the bal across lilypads without sinking, or trying to get the ball to the skull in the skyscraper, and you'll see what I mean. Between distance from the ball and repetitive, punishing penalty shots, I can't give this more than 2/5.

Tankblitz Zero

Play Tankblitz Zero

Aug. 09, 2011

Rating: -30

I gave it a 1/5. First, the game is reminescent of a NES game ("Iron Tank", actually a pretty good NES game), whith slightly updated graphics and options... but still effectively a NES game. Second, and the bigger problem... one level. That's it. Don't post this crap on Kong. I'm sure you could have provided at least three or four levels. What a waste.

Developer response from 3dleigh

Sorry to hear our game upset you so much. We value all our feedback positive and negative so thanks for posting. I guess you played the whole level for 10-15 mins which suggests you probably enjoyed it so far. It took 4 months full time for 2 developers and we didnt earn a penny in that time and had no idea if we would once it was released. This is a demo, a larger version with more levels will be released soon and we hope this hasn't tainted your views on our future releases. Thanks, Leigh

ShellShock Live

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Aug. 08, 2011

Rating: 19

I'd be all for a free-for-all mode if the tanks were kept anonymous on the joining-room screen and on the battlefield. Let people wonder who their opponents are until their first shot. You should still be able to bar guests (and serial quitters, imo) from the game and set minimum levels, though.

Dragon Rescue

Play Dragon Rescue

Aug. 04, 2011

Rating: 0

An average shooter at best.

ShellShock Live

Play ShellShock Live

Jul. 28, 2011

Rating: 6

Dragon: the autoquakes happen after every five rounds. Look at the top of your screen to see what round it is. It's not rocket science. (Okay, okay... maybe it's ShellShock science.)

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