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Game comments and reviews
Dec. 02, 2008
The only challenge is in perfecting the earliest waves on the hardest couple of difficulties, afterwards (from about the point you buy a maxed aoe tower in a sensible place) is trivial as is merely surviving the early game. The early game is made pretty deep by the generous resale value but nothing else in the game stands out especially.
Gameplay and character development both completely devoid of interest or depth.
Dec. 01, 2008
excellent game. controls would probably be better with a key per position rather than directional, rhythm game style. Could be developed without losing the addictive simplicity by adding more positions as well as increasing balls. Some powerups have too significent an effect on score imo, makes things a little too random. Finally, it seems intermittently laggy for some reason in both browsers I've tried it (opera, ie7) tho this same pc handles some of the more demanding flash games like the mmms very well (chat on @mute). Option to reduce/turn off trails? Anyway very welcome addition to Kong, not nearly enough short skill games here.
seems critically glitchy. high score very abusable via camping on level 1.
Interesting, not very intuitive. Needs to be simpler to be addictive.
the 'tetris' element, aka irritating randomness when building walls, really damages the appeal of this otherwise impressive defense strat/shooter for me.
nice visualisation. would be maybe Kong's best tetris flash port if it was scaled up a little and didn't have blocks that became fixed the moment they touched the top of anything. See fb's 'tetris friends' for pretty much the ultimate in flash tetris.
Nov. 28, 2008
worse than last one
Nov. 27, 2008
Impressive, needs more content though.
Nov. 26, 2008
bad levels. The tutorial type levels go on for ages, never does get very hard. 3 seperate mini puzzles in 1 level is pointless.
Nov. 25, 2008
the difficulty comes from struggling with the bad controls, not solving the 'puzzles'. That's a bad thing.
sometihng like this needs to be short and hard
1 off perfect so far, level 17 - do you have to stop the final ball falling with the others and push it over the others into the right pit or just do a good jump?
Nov. 22, 2008
very light on difficulty and a bit short, otherwise excellent.
Nov. 20, 2008
and learning curve, much?
remove the ad and add a bunch of 2d X-section diagrams
With API this would be very badgable. Could be a very tricky impossible?
too easy for too long, gave up on it ever actually getting harder. Course a game as luck based as this has to be easy if you put on something stupid like lives.
would like HUD always on, an end mission button when mission's completed instead of getting kicked out, faster player movement, a minimap or map screen switch, a harder difficulty, API (time taken/score where score would reflect time and damage taken and money unspent). Opera reported a series of errors on level ~7-8ish and flash froze on the creating terrain screen.
Nov. 19, 2008
didn't experience bugs, just lacks obviously important basic features and some oversights UI-wise.
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