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McCoyEVP's Comments

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Deep

Play Deep

Sep. 10, 2009

Rating: 1

Very nice game, wish there was a way to reduce quality though. Level 13 gets pretty insane (and as such laggy when storming the enemy base), but other than that very smooth game. Agree with others on the possibility of allowing the player to increase the actual play area (zoom in/out kind of feature). Would also like to see the Kong API added (as always).

My Pet Protector

Play My Pet Protector

Sep. 04, 2009

Rating: 0

Excellent work as always undefined. I love it. So much like 'Cute Knight' by Hanako Games. Wasted hours on that for all the endings as I am sure to do with this game.

Calligraphic

Play Calligraphic

Sep. 01, 2009

Rating: 0

I feel this game deserves at least a meaningful comment.... But such one escapes me... Er... Nice work... No, no, no. Interesting idea, and unique!!!

Frantic 2

Play Frantic 2

Sep. 01, 2009

Rating: 0

Do not play while intoxicated.

Deep Space Glow

Play Deep Space Glow

Aug. 28, 2009

Rating: 1

Nice work Chi, best so far. Makes me feel good too that I have the same number of achievements as the creator, but still not all... Keep up the good work.

Contrast

Play Contrast

Aug. 28, 2009

Rating: 0

Pretty trippy take on a simple avoider. Nice work.

Enigmata

Play Enigmata

Aug. 24, 2009

Rating: 0

Fantastic work. Nuff said.

Star Dodger

Play Star Dodger

Aug. 23, 2009

Rating: 0

I'm not sure what you are using for collision detection (square assets?), but that is another thing to consider. You don't even have to hit a star without it registering as a death.

Infection Z: Survival

Play Infection Z: Survival

Aug. 23, 2009

Rating: 0

In agreement with many; the waves get harder, enemies quicker and you can do nothing about it. Add an upgrade system, however small, and it would improve the game 2x. Needs some additional work as well, but off to a good start with it. And as always +1 additional for adding the API. Not bad, but could be MUCH better. Keep at it and will be on the look out for the sequel.

VoidSpace 0.9

Play VoidSpace 0.9

Aug. 23, 2009

Rating: 0

Not a bad start. But as mentioned, needs some things; music, sound effects, better upgrade system and of course the Kong API for scores (big plus in my book for any game and not hard to implement ). But as others have stated this seems to be your first work, and for that reason alone , I am impressed (not another snake clone copied from a book). But take this advice to grow and learn. Hoping the next VoidSpace will incorporate many of the suggestions offered here. Also,users tend to prefer the stat at which they can upgrade (path choices) as apposed to picking up things on the stage. This has just been in my experience, so you may wish to consider it. Please keep at it and looking forward to the nest version.

Hold Them Back

Play Hold Them Back

Aug. 23, 2009

Rating: 0

OK. Needs a lot of work. Has potential, but at this stage of the game, not very entertaining at all. Reload time is long, one hit to die, etc. Make it fun, not a grueling struggle.

Caterpillar

Play Caterpillar

Aug. 22, 2009

Rating: 0

Not bad. Probably the only truly 3D snake game I have seen on this site (few isometric ones and all that), but it just isn't very entertaining. It is to slow; I'm not sure if it is the rendering method you are using or just the way you designed it. As always I will say I find it great to see more developers using 3D in Flash games, but you must be careful not to sacrifice a better presentation over a games fun factor. Well you obviously have some form of engine to work with now; put it to better use.

Diepix Arena

Play Diepix Arena

Aug. 21, 2009

Rating: 0

What!!! No High Scores API, come on, I know you know how to use it and we want it! A little on the short side, but fun time killer for a little while.

Little Red Riding Hood

Play Little Red Riding Hood

Aug. 13, 2009

Rating: 0

Liked the improved hint system. Keep up the good work.

BioBots

Play BioBots

Aug. 10, 2009

Rating: 0

This game is not as hard as many of you believe, you just need to get used to the mechanics of it as with any other TD game. Though it was rather enjoyable, completed on all difficulties once I got the hang of things. But still there is much room for growth in the game. If anyone is having trouble and would like me to make a video or something, just leave me a whisper and I'll see about doing it.

GoblinLair

Play GoblinLair

Aug. 09, 2009

Rating: 0

Very cool game and concept. Very rare to see something fresh in the scene. Granted it is still in Beta, but definitely needs a continue/save feature, some form of scoring mechanism would be good as well other than just level. A little better instruction on how to place the traps and as I see the main theme is to have no control over the goblins, I see these little red gems, that they will come near and never reach (with a direct path to them); so maybe a little better AI. Overall, very good work.

Greg Beat

Play Greg Beat

Aug. 03, 2009

Rating: 1

Other than that, there is an INSANE curve between levels. Balance that out; please!

Greg Beat

Play Greg Beat

Aug. 03, 2009

Rating: 1

Seems lie the detection is a little off; if you press directly before the arrow is aligned, you get a perfect, but if it is exactly aligned you loose your streak. San another user please verify this, or am I just stupid? Learned to adapt to how it registers, but that does not seem to coincide with the UI.

Stick RPG

Play Stick RPG

Aug. 02, 2009

Rating: 0

Looks good so far, just need to iron out the bugs first. Be sure to post in the updated games forum when you do.

twin botz

Play twin botz

Jul. 28, 2009

Rating: 0

Still a big fan of your work. Please keep them coming. Would LOVE to see a Mushroom Revolution II in the future, but that's up to you all. In the meanwhile you are still pumping out very high quality games. fortunacus.fanbase++; Stay in the scene.

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