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MutantBear's Comments

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Balloon in a Wasteland

Play Balloon in a Wasteland

Apr. 29, 2012

Rating: 9

Great art and sound, and compelling upgrade mechanic, but easy to the point of insulting. It's a real shame, because I wanted to love this, but having beaten it by the evening of Day 2 on my first try, I'm kind of disinclined to play it again.

Bullseye (Interstellar Marines)

Play Bullseye (Interstellar Marines)

Apr. 29, 2012

Rating: 1

The mouse input not working issue that was meant to be fixed by the Unity update? Not fixed. Still no response from mouse movement. I can *fire* OK, but that's not a whole lot use when I can't aim.

Zombie Last Night 2

Play Zombie Last Night 2

Apr. 28, 2012

Rating: -5

I want to call this the most derivative game on Kong, but, well, I've not played all of them.

Dash'n Knights

Play Dash'n Knights

Apr. 23, 2012

Rating: 6

Not a lot to be said that hasn't already come up - you've made a game with a fantastic battle system idea and great art, and saddled it with some of the most infuriatingly inconsistent and needlessly obtuse mechanics I've ever seen. Combos make little sense, scenery hitboxes are a nightmare, the Push Force bar speed seems arbitrary and doesn't appear to make a lot of difference. Taking damage from struck enemies cannoning into party members is a terrible idea; bouncing foes into an ally should let the ALLY take a swing at them, broadening out players' tactical options enormously. It's such, such a shame, because the basic battle mechanic is a hoot and the game looks GREAT, but the implementation leaves an enormous amount to be desired. 2/5.

Developer response from turnA

You do have the option to make heroes countering other enemy that tossed their way. but I see what's your point.

Delivery Man

Play Delivery Man

Apr. 03, 2012

Rating: 2

Fish swim, birds fly, Berzerk Studio make gorgeous-looking but kind of crappy games.

Nuclear Justice 2084

Play Nuclear Justice 2084

Apr. 03, 2012

Rating: 3

1. Use charge attack to aggro mobs. 2. Mobs track you, bunch into large, tight groupings. 3. Charge attack over and over again. 4. Manage ten waves of this tedious but lovely-looking nonsense before discarding game forever.

Space is Key 2

Play Space is Key 2

Mar. 31, 2012

Rating: 2

I HATE THIS GAME SO MUCH *plays forever*

Achilles 2: Origin of a Legend

Play Achilles 2: Origin of a Legend

Mar. 29, 2012

Rating: 0

Neat-looking and initially interesting, but beset with problems. The fights are VERY repetitive, especially the boss fights, which are...all pretty much the same (largely due to their attack patterns, which render most approaches outside "mash attack and hope you've got enough lives left" fairly useless). After trudging through a glut of easy fights, Chapter 5's difficulty ramps up startlingly, and frankly attempting to use the woefully unreliable ground-kill is tantamount to suicide.

Immortal Souls: Dark Crusade

Play Immortal Souls: Dark Crusade

Mar. 19, 2012

Rating: 4

This is probably the most gorgeously-animated load of old rubbish I've played since probably Shank. A bad starting grid can totally scupper your chances early on, but once you start levelling up the fights become incredibly repetitive and easy - especially once you realise that you can buff everything quite nicely with gear, allowing you to focus skill points on an enormous HP bar. (Gold medals can be challenging, but the limited-use rewards hardly seem worth the extra effort.) It's a shame, because the animation is just beautiful (although the mishmash of art styles between the backdrops, GUI and characters is a little jarring), but overall this is a failed attempt to mine the puzzle-brawler vein much better tapped by BioGems.

Papa's Pancakeria

Play Papa's Pancakeria

Mar. 08, 2012

Rating: 3963

If a customer comes in and orders pancakes with cinnamon, raspberries, and maple syrup, I don't think it's my fault if the result tastes like shit.

Zombies, Inc.

Play Zombies, Inc.

Mar. 03, 2012

Rating: 7

If you're going to have us go out of business after ONE DAY in the red, you need to implement some ways to let us prevent that. It's all too easy to get into a position where you have ABSOLUTELY NO WAY of getting into the black on time. You need to let us fire people, take out loans, sell of equipment, SOMETHING that has definite and immediate negative repercussions but which buys you some time to get shit under control.

Dead Zed

Play Dead Zed

Feb. 09, 2012

Rating: 2

Wow, I'm not sure all these negative commenters were playing the same game I did...by the third location I'd found all the weapons and had fully-stocked teams of survivors. It's initially really tricky to hit zombies, but that's kind of the point. It's tense. You're reliant on your headshot ability, even when you start finding really tasty assault weapons; sniping will always but ALWAYS be more effective than spray-and-pray. The only real complaints I have are how the view doesn't change with your location, and that the map screen cribs so directly from Last Stand 2 (although I suppose there's only so much to be done with that format). Occasionally, after a wave, the game would claim I didn't have enough time for a search, despite not having assigned anything yet; if this is just something I'm overlooking, please make it clear. Fantastic stuff otherwise. A solid 4/5.

CycloManiacs

Play CycloManiacs

Feb. 08, 2012

Rating: 2

Not being able to see bike stats without clicking on the Guide is absolutely infuriating, but this is otherwise gold.

Back to Alien Party

Play Back to Alien Party

Feb. 04, 2012

Rating: 2

1. It's "attempt." 2. "Iron" coins? Is this set in the Dark Ages? 3. Everyone who said "move the toolbar" and/or "increase money with altitude" is absolutely right; the latter especially is infuriating, as there's often little correlation between how far you get and how much cash you make. It makes the game needlessly grindy and repetitive; I got sick of it pretty quickly, and I'm a huge sucker for these sorts of games.

Subtle Energy 2

Play Subtle Energy 2

Jan. 30, 2012

Rating: 19

The single biggest problem with this game is that, whilst its placement is clearly grid-based, we can't see the grid; there were several levels that I had to restart several times because, although I'd absolutely cracked the puzzle, my item placement was just a little bit off and so I didn't get enough particles through. The graphics make it very difficult to find a point of reference to adjust item placement. It's a real shame, because it's such a tiny issue, but it thoroughly affected my enjoyment of the game.

Super SOPA Bros.

Play Super SOPA Bros.

Jan. 21, 2012

Rating: 6

Well, this certainly makes a valid point in the laziest way possible...

Outpost:Haven

Play Outpost:Haven

Jan. 20, 2012

Rating: 0

First up, this is a very well-made, highly-polished shooter. It's fun to play, it's clearly been carefully worked on. But the movement speed seems annoyingly inconsistent, and the fact that you're ALWAYS slower than your enemies means that the only real tactics are backpedalling whilst firing constantly, and if you have to change mags you're done for. It doesn't help that the game is terrible at letting the player know they're taking damage; this is especially apparent on the darkened levels, where you can glance at your minimap only to have 2/3s of your health eaten off in the quarter-second you weren't looking directly at your guy. A sound or a visual effect would be enough to at least tell you what's happening.

Swift Turn 2

Play Swift Turn 2

Dec. 05, 2011

Rating: 1

Slick, if rather sterile art, but sloppy controls and an overall lack of design polish put me off.

Random Heroes

Play Random Heroes

Dec. 05, 2011

Rating: 1

Charming art and infectious music, but by the opening of Chapter 3 I'd got full armour, the pulse laser, and all the books, and sort of felt like the game had shown me all it had to show.

Legend of the Void

Play Legend of the Void

Dec. 02, 2011

Rating: 0

Slickly-made, no doubt about it, but INCREDIBLY easy. Also, this could really do with the option to pull the camera out a bit, or else control your party with the keyboard; the tight overhead view means RSI-inducing rapid-clicking to get anywhere. Absolutely a solidly-made game, though, and I applaud your audience interaction and look forward to more.

Developer response from violatorgames

Turn up the difficulty in the Options menu. Also, click and hold to keep moving.

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