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Pykrete's Comments

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Mighty Party

Play Mighty Party

Dec. 29, 2017

Rating: 38

Friggen...why do I have to wait several hours to open chests or take PVP ranks I ALREADY WON.

Mighty Party

Play Mighty Party

Dec. 29, 2017

Rating: 15

Why in God's name would you make a single-player campaign where basic party level-ups are gated behind PVP ranks?

Tapped

Play Tapped

Dec. 18, 2017

Rating: 1

This is literally just a skin of your last game, which was itself a ripoff of UnPuzzle.

Pixoji

Play Pixoji

Dec. 16, 2017

Rating: 0

"Relaxing" level 16 is unsolvable by logic alone. You get into this situation at the end where either pair of diagonals solve all clues: https://imgur.com/a/C0jW6 -- the only cells geometrically capable of discerning between them are the two 0-hearts on the lower corners, and since their only open cells are already next to filled ones they tell you nothing either.

Pixoji

Play Pixoji

Dec. 15, 2017

Rating: 3

Weird. The challenge levels are showing up for me now. Looks like it might require a refresh before it realizes it?

Pixoji

Play Pixoji

Dec. 15, 2017

Rating: 3

The hard badge seems to be impossible. Only 81 levels are available, the rest are gated behind the mobile app.

Tower Keepers

Play Tower Keepers

Dec. 11, 2017

Rating: 42

Energy? Check. Bugging you to make microtransactions? Check. 3 GB memory leak? Extra check.

UnFixed

Play UnFixed

Dec. 08, 2017

Rating: 4

This is a buggier, less interesting ripoff of Unpuzzle.

Tower of Tune

Play Tower of Tune

Dec. 05, 2017

Rating: 3

When you complete a challenge level, please put us back into the challenge level list. As is, we have to navigate all the way back into the level select then go to the back for the levels we were already working on.

Phase Socket

Play Phase Socket

Nov. 21, 2017

Rating: 0

This is incredibly poorly explained. And the level select always picks level 0.

Jumphobia: Player's Pack

Play Jumphobia: Player's Pack

Nov. 19, 2017

Rating: 2

I think that workaround confirms my suspicion on the cause of the screen transition momentum loss. Your position is calculated per frame, but your acceleration is done on realtime DT. So when you jump up into a screen where eight dozen monsters load all at once, you get one slow frame where you lose half a second's worth of upward speed but only move one frame's worth. This is very bad practice -- you need to pick one timekeeping standard and stick with it or potentially game-breaking discrepancies like this crop up.

Jumphobia: Player's Pack

Play Jumphobia: Player's Pack

Nov. 19, 2017

Rating: 3

A workaround for the problem where loading a new screen kills your upward momentum. Before you fall back into the previous room, hit R to reset it. The assets are already loaded now, so when your momentum is reset you'll make the jump as intended.

Aground

Play Aground

Nov. 18, 2017

Rating: 20

"Hey you should come to my booming island town! Pay no mind to the rampaging wild boars, they only seem to attack me."

Shift

Play Shift

Nov. 16, 2017

Rating: 2

The game in general is fun, but the square physics are kind of annoying in places, especially where you have to skip over an exit for a docstring. It seems completely arbitrary.

Developer response from GuardAngelGames

OK, so maybe that docstring wasn't the best part of the game ^^' Already changed! Thanks for Your constructive feedback. And congratulations on the perfect score! :D

Jumphobia: Player's Pack

Play Jumphobia: Player's Pack

Nov. 14, 2017

Rating: 2

So with the exception of "Level 1" with the bomb clipping through the ice, pretty much all of these X-is-impossible things come down to your momentum getting screwed with on screen transition if it doesn't load pretty much instantly. The effect seems to be pronounced with large numbers of objects.

Jumphobia: Player's Pack

Play Jumphobia: Player's Pack

Nov. 14, 2017

Rating: 1

"The Tour" is also impossible. Coming up from "Time Bomb" back into "The Monster", the spring from the screen below doesn't put you high enough to get to the first platform.

Jumphobia: Player's Pack

Play Jumphobia: Player's Pack

Nov. 14, 2017

Rating: 3

Echoing the broken "Inside the Mountain" comments. "So Nice - Do it Twice" in "Level 1" is also broken -- once the enemies are cleared, the fans give the bomb so much speed it clips right through the ice it's supposed to blow up.

Wondrous Lands

Play Wondrous Lands

Nov. 11, 2017

Rating: 0

The game is just way too prone to your dudes being morons -- failure to focus fire, using abilities the enemy is immune/resistant to when they have other options, etc. I feel like I'd enjoy it a lot more if I had literally any impact mid-combat besides a randomly targeted spell that most enemies will just walk away from before it hits.

Developer response from drakonian_lord

Heroes takes into account enemy resistance. Controlling heroes is good idea, but would be a quite another game:).

The Illusory Wall

Play The Illusory Wall

Nov. 08, 2017

Rating: 2

You're not preventing up/down arrow presses from propagating off of the game and into the browser's scrollbar. The whole page will scroll if you hold up or down.

Cubito Mayhem

Play Cubito Mayhem

Nov. 03, 2017

Rating: -2

Very frequent stuttering (about once every 3-5 seconds) makes it nearly unplayable. In the space of each stutter, my box has cleared half the width of the arena and several bullets have come and gone without ever being seen. I'm on a Win10 desktop that regularly runs more intensive things than this, so I doubt it's insufficient hardware.

Developer response from oultrox

Could be depending of the browser you're using as well. I have tested on low end desktops as well so It should run smoothly! I recommend Chrome or Firefox for a good webGL compability. Also, you can disable functionalities in the option's menu.

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