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Lancer873's Comments

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Nano Kingdoms

Play Nano Kingdoms

Dec. 20, 2011

Rating: -1

A typo in the opening scene: Should be "bringing" rather than "bring" on that last sentence. Just thought I'd help.

Developer response from Trutruka

Fixed.

William and Sly 2

Play William and Sly 2

Dec. 20, 2011

Rating: 3

Looks cool, but it does seem that the framerate has been forgotten while you focused on the graphics. Most flash gamers don't have really high-end computers, after all.

Developer response from Kajenx

I don't either. :3 I develop on a five year old Toshiba laptop with <1mb of ram, so it should run fine on most machines. Is the framerate dropping when you hit a "special" tile, like a sign or a secret cave or item? I was having that problem too after I added the Kongregate API. I think I need to do the stat reporting differently...

Words and Physics

Play Words and Physics

Dec. 13, 2011

Rating: -1

Mh. It's a neat concept but all the solutions are pretty much obvious. Not that great.

Shameless clone

Play Shameless clone

Dec. 09, 2011

Rating: 3

A Contra powerup... I love you...

Monster Bark

Play Monster Bark

Dec. 04, 2011

Rating: 7

The puzzling is rather lacking... The fact is, since the characters' abilities were all plainly shown and exclusive to that character, all we really have to do is follow the path you've laid out for us. There isn't a whole lot of thinking to be done. If you had some characters able to do the same thing or somesuch, you'd add some extra levels of thinking, as we'd have to figure out who should be doing what. As it is, the hardest part of the game are the few levels where we're chased through mazes by ghosts, and even then only due to the rather horrific controls (seriously, I wouldn't mind the controls if you kept to the puzzling, but don't expect us to run through a maze without making a mistake)

Random Heroes

Play Random Heroes

Dec. 04, 2011

Rating: 3

Mh, I'm a big fan of action-platformers, but this one was rather lackluster. The level design was uninspired, the weapons were simple, only two types in general. The enemies were simple and, if anything, only challenged you due to poor hitboxing and the lack of ability to control your jump height (that last one really bugged me, if it's an action platformer, especially one with automatic guns, you should be able to have your character jump slightly lower). The bosses especially were easy and overly simple, I beat the last one without taking any damage. Overall, it was just mediocre. 3/5.

Pursuit of hat

Play Pursuit of hat

Nov. 09, 2011

Rating: 1

It seems like the order should be arm->leg->leg->arm, rather than leg->leg->arm->arm, because removing the first arm doesn't change anything, but you can't hop as high or run as fast if you don't have both legs.

Kit and the Octopod

Play Kit and the Octopod

Oct. 28, 2011

Rating: -1

It's incredibly fun, but the whole thing just feels unpolished. Movement feels rather jittery, combat doesn't feel very fluid, the bosses are mediocre at best, and you seem to have missed tons of glitches. Though, like I said, it's /incredibly/ fun, and for that you get a 4/5 from me.

Grinning Cobossus

Play Grinning Cobossus

Oct. 21, 2011

Rating: 5

It's a tad repetitive, especially on hard mode. I'm really just stuck dodging the same pattern for ages until I move onto the next. It'd also certainly be nice to be able to switch controls mid-game.

Developer response from Gama11

You actually _can_ switch the controls mid-game. Already had a look at the instructions?

Factory Balls 4

Play Factory Balls 4

Oct. 19, 2011

Rating: 7

I still like it, but it's starting to feel a bit repetitive now. The puzzles are kind of lacking because I've done them all so many times before. It would be nice to introduce something new. Still pretty darn good though.

The Last Stand: Union City

Play The Last Stand: Union City

Oct. 16, 2011

Rating: 9

Honestly, if there's one thing I hate in a shooter with RPG elements, it's randomly being told I miss. Make my bullet stray from the crosshairs, make my crosshairs wobble, but don't just say "miss" when my shot hits a zombie's face, please.

Aurora 2

Play Aurora 2

Oct. 05, 2011

Rating: 0

I take back my previous comment after the deceptively simple solution to that gate...

Aurora 2

Play Aurora 2

Oct. 05, 2011

Rating: 8

Okay... I'm usually not one to nitpick over these things but... really? The locked gate at the top of the ladder? He can't just jump over that? Seriously? I mean, there's a point where it just gets too silly...

Aurora 2

Play Aurora 2

Oct. 05, 2011

Rating: 1

This game feels a lot more linear than the last one, and I don't really know if that works with this narrative...

Legends of Kong

Play Legends of Kong

Sep. 29, 2011

Rating: 4

It would really be nice if, at least when we had auto-melee off, we had a bit of extra melee range over the enemies. It's almost impossible to time a melee hit right without auto-melee from what I've seen, and I don't like auto-melee due to the fact that it tends to screw up stealth...

Developer response from nerdook

it's possible if you hit them from behind..

Sleepy Stu's Adventure

Play Sleepy Stu's Adventure

Sep. 17, 2011

Rating: 3

So... if you press down while levitating, you can't jump at all, but if you jump while levitating, you can jump a second time... What's up with that?

Mutilate-a-doll

Play Mutilate-a-doll

Aug. 27, 2011

Rating: 5

I'll be honest, the first thing I did was tear his head off by accident ._.

ESCAPE

Play ESCAPE

Aug. 23, 2011

Rating: 5

Guys... this is run using a flixel engine, you should all be familiar with the mute button by now. 0 key.

ESCAPE

Play ESCAPE

Aug. 23, 2011

Rating: 4

The jumping physics remind me of N... this is a very, very good thing.

ESCAPE

Play ESCAPE

Aug. 23, 2011

Rating: -7

I shall henceforth refer to this as "One-button-N" in homage of N: The Way of the Ninja.

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