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Phoenix00017's Comments

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stairfall

Play stairfall

Jun. 19, 2008

Rating: 0

Yeah, definitely need to fix that spacebar problem... However, a fun interpretation of the downloadable ragdoll stair game. Not much replay value though, and sometimes the physics look kinda...speciall... :) 3/5

Simple Tower Defense

Play Simple Tower Defense

Jun. 16, 2008

Rating: 0

While the disclaimer is nice, you're still not allowed to publish the game unless you made it or own the rights to it, regardless of permission.

Shackle-Man. Dark Side

Play Shackle-Man. Dark Side

Jun. 16, 2008

Rating: 0

I think I've played a game like this before, but this is a nice entry in terms of presentation, as Zangdar said. Nice piecewise animation and walking and the physics seem to work well. Certainly a fun distraction. :) 3/5

ELEPHANT RAVE

Play ELEPHANT RAVE

Jun. 12, 2008

Rating: 0

Funny how everyone can have different experiences with the same game, eh? I died within 1 second the first time I loaded it up (had no idea what was happening). I beat the whole game the second try. Too many shmups for me as a kid I guess. :) In any case, a fun little game that's tremendously quirky and insane. Not much replay value, but a fun distraction and an excellent (if slightly easy) addition for this week's card challenge. 3/5

Mr. Bounce

Play Mr. Bounce

Jun. 06, 2008

Rating: 0

[...continued] More importantly though, I feel that the level design doesn't hold up to the game design. Many of the levels are trivial or silly and only begin to show off new features. The various new components (disappearing blocks, sliding blocks, current, etc.) are never combined. It feels like the game is just getting started when it ends (I beat the whole game my first try). A nice start, but I'd like to see a more developed level set in a later release. Still, a solid 4/5. Great music and clean visuals, along with fine physics. Thanks!

Mr. Bounce

Play Mr. Bounce

Jun. 06, 2008

Rating: 0

I'm quite mixed about this game. I think the mechanics and design are fantastic. I love the slow-mo, the adjustable height, and the visible trajectories. They add more strategy and control and work wonderfully. The controls are good, with one exception. I feel that the paddle should not have inertia and momentum - it makes the control less precise, which is a problem in this type of game. [continued in next post...]

Dungeon Defender

Play Dungeon Defender

Jun. 04, 2008

Rating: 0

(...continued) Plus, you have many features that you only used in one or two levels (pre-built buildings, the guarded treasure, etc.). Throw some more variety in, put in more specialty levels, and give us a chance to sink our teeth into a longer campaign. Overall though this is a very entertaining (and difficult!) Flash interpretation of Dungeon Keeper. Well done!

Dungeon Defender

Play Dungeon Defender

Jun. 04, 2008

Rating: 0

Very good game (5/5), but I'd love to see a couple of significant improvements if you do a sequel (and yes, I'm usually against sequels, but I feel like you haven't hit your potential here yet). For one, I'd like to see a more persistent hero: one that gains levels and items and keeps them from stage to stage. This would give a much grander and continuous feel to the entire experience (yes, you'd have to rework a couple of things, like when you can build certain lairs in a level, but that wouldn't be a huge deal). Personally, I'd like the ability to rearrange my points at will since various strategies demand various setups and you don't know what's coming when you're trying to pick your point allocations. Additionally, I'd like to see more, shorter levels. Marathon levels (some take an hour or more to play) are not great for a Flash game. Smaller, bite-sized chunks would be better. (continued in next comment...)

6 Differences

Play 6 Differences

May. 24, 2008

Rating: 0

Wow - I love your games. 5 Differences was amazing, and 6 Differences upped the bar. Easily and by far the best implementation of difference-spotting games I've ever seen. Imaginative, beautiful, and expertly crafted. You're easily one of the premier developers in Flash gaming. Well done, and I (im)patiently await your next work. :-) An enthusiastic 5/5!

Dungeon Defender

Play Dungeon Defender

May. 21, 2008

Rating: 0

Wonderful game. I love the Flash interpretation of Dungeon Keeper. It works rather well (though admittedly gets kinda busy sometimes later in the game). A nice departure from traditional TDs. Well done! 5/5 I do have two minor suggestions. I'd like to be able to keep items from level to level (would help give a sense of growth and collection), and I'd like to be less-restrictive with the upgrade points (allow us to rearrange whenever we want, a la Protector).

Music Bounce

Play Music Bounce

May. 16, 2008

Rating: 0

Wow. An original, fun, and aesthetically pleasing puzzle game. Well done! Bravo. 5/5

Doeo

Play Doeo

Apr. 22, 2008

Rating: 1

w00t! What a fun game! Very simple, but wonderful presentation with excellent animation and tons of opportunity for perfectionists to do their best (and fail) to get everything. Limited replay value, but an absolute blast the first few times through. 4/5, thanks! I'll even throw in a little soundbyte for you: "Doeo would best be described as the bastard child of Katamari Damacy and Elebits. In a good way."

abstracta

Play abstracta

Apr. 20, 2008

Rating: 0

I'm really torn about this game. At its heart, it's pretty terrible. The core gameplay and repetitive. I never could figure out why certain gems were worth more than others (beyond the speed multiplier of course). It takes ages to progress through the levels (almost 5 minutes to hit Boss 1, 15 minutes to get to Boss 2), and without any sort of progress meter (or health meter on the bosses) you never know how you're doing. It was boring, easy, and generally quite blah. That said, the game's power-ups were very entertaining. There was a large variety with some expected and some un-expected results. Well done on the power-ups, but it's unfortunate that you didn't spend more time on the game itself. Make the levels shorter, give the user some feedback on progress, and consider making the non-boss segments harder, and you would have a better game. Right now, it's a 3/5 (and without the power-ups, a 2/5 at best).

Sonny

Play Sonny

Apr. 12, 2008

Rating: 0

Well, I'm an hour or so into the game, and I'm very impressed. The combat system is solid, it has decent voice acting, nice special effects, and a solid helping of J-RPG goodness. I give it a 5/5, though some technical/UI glitches do mar the overall experience. Tool tips sometimes get messed up, I had a bug that messed up my save game, and you _really_ should have confirmation on some buttons, like the reset abilities button and especially the quit button. Minor complaints about an outstanding game though - I imagine we'll see a card and badges in a week. Thanks for bringing this to Kong.

mr. MothBall 3: the snowy flakes

Play mr. MothBall 3: the snowy flakes

Apr. 07, 2008

Rating: 0

Hey, nifty little game. Nothing too deep, but it doesn't need to be. :) Put the API on it so we might get a badge! (please)

Warlords: Call to Arms

Play Warlords: Call to Arms

Apr. 01, 2008

Rating: 0

Health bars would be another useful addition. :) And I do think the archers might be a bit overpowered.

Warlords: Call to Arms

Play Warlords: Call to Arms

Apr. 01, 2008

Rating: 0

I agree with a lot of these comments. I think you have a very entertaining game with some great animation, but that needs some tweaking. For one thing, please please add a pause button. I don't mind the long battles, but lemme take a break! In addition to that, I want to see some sort of progress meter in relation to building up my charge. I know it's every 20 kills, but I want that on the display. Also, as has been said, there should be some sort of bonus for capturing more territory - I would say your units should build faster, or you could unlock special units/abilities. Overall though, a solid 4/5 as is.

Follis

Play Follis

Mar. 28, 2008

Rating: 0

I disagree with phooltk on a couple of points. I don't think a "perfect # of blocks" should be listed since it'd be almost impossible to determine this. The game promotes creativity, and I see no reason to dictate a perfect score (since it's likely someone will find a way to beat many of them). Also, I'm glad you don't snap to a grid - I think that'd reduce the creativity present in the game. If you start snapping, then it becomes a much more boring, run-of-the-mill puzzle game, rather than the creative freedom you now have.

Follis

Play Follis

Mar. 28, 2008

Rating: 0

Grim - with the block counter in place and an average rating over 3.5, I think you could have a decent shot at getting a badge (of any difficulty really - get the "Total Blocks Used" under XXX amount). However, you need to get the Kong API implemented for that to work. I hope you'll consider doing this! :-D

Ultimate Defense

Play Ultimate Defense

Mar. 22, 2008

Rating: 0

I gave it a 4/5, but that's primarily for production values. I really enjoyed the visuals and the way that the towers fired. It was a very satisfying experience. That said, the game itself is quite shallow. I like the targeted areas of the units, but that's about all that you've got. There is little differentiation among enemies (speed, hit points, and size), and once you get ninjas and dragons your positioning becomes less important. On top of that, the game is rather easy (beat it my second time through). I like the world you have here (even if it's ripped from Final Fantasy Tactics). I do wish we could rotate our view though, since it's hard at times to see where things line up. I think this game has some potential, but you've focused too much on presentation and not enough on gameplay. It's a mediocre game with a pretty shell. Additionally, I hit a couple of major bugs while playing, which I'll submit as a bug report.

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