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Shadow Snake 3

Play Shadow Snake 3

Mar. 04, 2013

Rating: 8

While the idea of this game is very good, it has a notably poor execution. First off, whether or not the developer considers it as such, this game falls into the category of bullet hell games and commits just about every "sin" such a game could have. First off, the enemies have uncertain hit boxes, which makes attempts at dodging them extremely inconsistent, to say the least. Secondly, the tail results in the player having a ridiculously large hitbox, in later levels taking up half the width of the screen. In addition to this, the fact that the tail seems to move in a very bizarre and uncertain fashion means that, rather than looking ahead to see what I have to avoid next, I find myself being forced to pay very close attention to whats "on my tail" so as to avoid running my tail on to it.

Battle without End

Play Battle without End

Feb. 20, 2013

Rating: 0

Testing it out now, and my level 8 giant is doing more per regular melee hit with a decent axe than my level 21 Human with Ice Spear. Magic is extremely under powered.

Battle without End

Play Battle without End

Feb. 20, 2013

Rating: 3

Secondly, Mana is a major issue. I can cast Ice bolt and Ice spear 5-6 times total a battle; I can smash for ever and ever. All mana gains from skills and gear need to be doubled, at the VERY least. Third, the affect of int on spell damage appear to be near nill. With my 41-67 melee damage, I will do about 20 damage per rank F smash to monsters near my CR, and about 35 from my rank B Ice Spear. That doesn't seem so bad until you compound it with the previous issue (i.e Infinite smashes vs. Highly limited ice spears.)

Battle without End

Play Battle without End

Feb. 20, 2013

Rating: 3

The problem I am currently having with the game is there there seems to be no point in time at which magic become preferable over all out melee. The reasons for this are numerous: First, special attack replace your basic attack when they are triggered. This means a smash attack will always do double your basic attack while magic attacks hardly do +20 or +30 at every level, even when on my human with ~40 STR and ~150 INT. As such, a half way decent weapon smashing trumps a magic attack in terms of damage.

The Last Stand: Dead Zone

Play The Last Stand: Dead Zone

Dec. 30, 2012

Rating: 0

I am getting sick and tired of my characters standing around doing jack-nothing while getting beaten on by half a dozen zombies. For gods sake, you have a giant hammer, use it! What ever target selection intelligence they have is completely broken and needs to be redone. This is of vital importance, because I can not be expected to give my melee fighters manual instructions for every single attack.

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: -1

Pirate 1st skill: Plunderer fo' Lyfe - Each attack has a 6.125% chance per level of doing double damage and turning the damage done into gold. You have an additional 5% chance of turning that gold into HP. 2nd skill: Shiver their timbers - You attacks have a 10% chance per level of sending your foe running to a random open square. Should they have the key, they leave it behind in their haste. 3rd Skill: Scoundrel - You have a 12.5% chance per level of "forgetting" to pay the shop keepers. Your sword convinces them it would be rude to point that out.

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: 0

Wizard 1st Skill: Prepared spells - 5% chance per level of casting a random spell from a scroll in your inventory on a random target per turn with out spending a scroll. 2nd skill: Scroll conservation 15% chance per level to not spend a scroll when casting a spell and +5% spell damage. Does not affect salvaging. 3rd Skill: Staff mastery - Your attack raises at 50% the normal rate (weapon buffs only add .5). This penalty decreases by 6.125% per level to a max rate of 75%. You attacks also have a 6.125% per level chance of stunning your opponent.

Dungelot

Play Dungelot

Dec. 12, 2012

Rating: 2

So ideas for future classes: Rogue 1st skill: Fast attack - +20% chance to attack first and 6.125% chance to double attack per level. 2nd skill: Device mastery - +20% chance to disarm trap per level. Disarming a trap either gives you gold or hp based on the damage it would have done. Also gives a 10% chance per level of unlocking greedy doors for free when ever they are uncovered 3rd Skill: Sneaky - 6.125% chance per level to dodge and counter an attack aimed at you.

Dungelot

Play Dungelot

Dec. 11, 2012

Rating: -1

Paladin needs some work. I would suggest giving the two melee characters a 50% chance to attack first and to expand holy strike to affect "unholy" creatures, such as undead, bats, and the red big eyed red guys.

Hordes and Lords

Play Hordes and Lords

Nov. 10, 2012

Rating: 0

I am having a ridiculously hard time getting a perfect rating on the 6th mission. My troops can reach the bottom corner in time to help out the front line, and they are always down to just two or three men by the time they get there. Those two or three men get wiped out every time, no matter what I do.

They Took Our Candy

Play They Took Our Candy

Oct. 23, 2012

Rating: 0

P.S.- Still got killed at 18, but had enough for the badge. Managed to take out 7 or 8 of those mini-bosses with me.

They Took Our Candy

Play They Took Our Candy

Oct. 23, 2012

Rating: 0

2xCat/Knight/Ninja is a very powerful combo. Fully upgraded at rank commando and the entire screen is full of a continuous stream of bullets 70% of the time and I am more or less invincible thanks to knight special attack. It is making the hard badge very easy (though still kind of time consuming).

Vorp!

Play Vorp!

Aug. 19, 2012

Rating: 0

A great game. A very casual approach to the MOBA genre. Finally, one of those that we softcores can enjoy!

Island Escape beta

Play Island Escape beta

Aug. 03, 2012

Rating: 1

About sniper rifle and UI: Having found the sniper rifle before having the well key, I can say that the sniper rifle works as intended up until you enter the well. After that, it bugs out and the UI disappears. All that remains in the bottom left 'equipped' box, and the top right frames counter. Even the crosshair is gone.

Deadly Neighbors 2

Play Deadly Neighbors 2

Jul. 29, 2012

Rating: 1

Pyros are very overpowered. They can cause great damage overtime and deal pretty big damage up front. Yeah, they have 70% of the HP of most classes, but can easily be built to account for 3 times the damage as everyone else.

i saw her standing there

Play i saw her standing there

Apr. 18, 2012

Rating: -10

'I Am Zombie', anyone?

Stealth Hunter 2

Play Stealth Hunter 2

Apr. 15, 2012

Rating: 29

The Killing Floor was a really, really bad idea. This game was not designed around its combat mechanics, and it shows very clearly on that stage. The only strategy I found to work at all was to grab that first ammo crate and health pack, run along the south-west path, picking up the health packs and 2nd ammo crate along the way and bunkering down in the south corner. Even that was a matter of luck, since if the door right by there spawned a guard as I was reloading, I would die. If more than 2 guards came at me at a time, I would die. And during that last 15 seconds, it was all about which doors spawned enemies, since they spawn as quickly as you kill them at that point. I loved the game up until that level, but I refuse to play any more after 30 successful tries of a horridly balanced, luck-based mission

Kill the Heroes

Play Kill the Heroes

Mar. 27, 2012

Rating: 0

It could just be the way I allocated my points, but I found heavy drones to be a bit over powered. The levels start off slow, but once you get 5 or 6 upgraded heavy drones out there, all you have to do is hop around and shoot at the enemies that are being distracted. Even the anti-drone packs don't take them out fast enough to mitigate their ability to create a massive, focused swarm and quickly chew through everything, with a little help from one or two EMPs.

Immortal Souls: Dark Crusade

Play Immortal Souls: Dark Crusade

Mar. 17, 2012

Rating: 2

This was not a particularly good game. The story was one cliche after another. The characters were about as three dimensional as a line. Game play was far to luck based. Leveling was a bore and did almost nothing for you unless you stack all your skill points into one skill and spread your stat points out evenly across the board. The art was... pretty, and that is about the only good thing about the game.

Memohuntress

Play Memohuntress

Mar. 07, 2012

Rating: 1

I knew from the second I saw art that this was from the guy who did the CCC series and flashes. Loved those music videos and always wished for more.

Developer response from SpikeVallentine

Hah! Yeah, isn't his stuff amazing? o.o Vinnie Veritas. He did the animation in the TV and some posters in Rose Inn.

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