Games Achievements My Kong Sign In

Pykrete's Comments

Comment

Headless Zombie

Play Headless Zombie

Oct. 10, 2013

Rating: -1

Check the height of the elevator on Level 19. The guard would have trouble leaving the elevator, presumably because Flash likes to cast things to floating point where it doesn't make sense, and then you get precision errors. You might want to just add a special case to that object's script to manually set their height precisely once they stop.

Me and the key 3

Play Me and the key 3

Oct. 02, 2013

Rating: 0

25 was really tedious. Rest of the game was good.

Soom

Play Soom

Sep. 23, 2013

Rating: 2

The cutscene on level 30 needs to have a flag to only play once. You'll be seeing it a LOT.

Lime Rick

Play Lime Rick

Sep. 23, 2013

Rating: 0

Man, 37 was NASTY. :( The trick is to NOT push the blocks out immediately after eating the two rotten fruits on the right. And one of them gets pushed out the OTHER way.

Daymare Town 4

Play Daymare Town 4

Sep. 11, 2013

Rating: 1

It's pretty much impossible to tell what you can interact with. Nothing stands out, and you don't get a cursor change or flavor text for anything you can't pick up but still need to mess with.

Socrates Jones: Pro Philosopher

Play Socrates Jones: Pro Philosopher

Sep. 10, 2013

Rating: 2

The game freezes up the browser for several seconds on a blank screen when loading or reloading a chapter. It'd be a good idea to a) make the loading asynchronous (which will take time to figure out), and b) as a bandaid fix in the meantime, bring up a loading screen first to let the player know that the game didn't crash altogether.

Socrates Jones: Pro Philosopher

Play Socrates Jones: Pro Philosopher

Sep. 10, 2013

Rating: 0

I object to your assertion that deer do not show up in the city. Seeing how my lawn regularly has deer droppings and our hibiscus keeps getting eaten.

Humanoid 47

Play Humanoid 47

Sep. 08, 2013

Rating: 3

Okay, so distractingly grotesque artwork aside, the game was way, WAY too much of a pixel hunt. Rooms were very, very cluttered with no way to know what you could interact with except to just arbitrarily click everywhere and hope for the best. That's not good point'n'click design -- you absolutely need a way for interactable objects to stand out somehow.

Cursed Treasure 2

Play Cursed Treasure 2

Sep. 08, 2013

Rating: -1

Jeez, the Undead towers might actually be even more grossly overpowered than in the last game.

Cursed Treasure 2

Play Cursed Treasure 2

Sep. 06, 2013

Rating: 10

Very desperately needs a Low Quality option. There's very little reason to ever make a Tower Defense that doesn't have that, especially when you made the graphics more intensive than the previous.

Battalion Commander

Play Battalion Commander

Sep. 02, 2013

Rating: 7

In endless mode, every 200 meters or so, half my battalion spontaneously loses half their health, even if there are no enemies on the screen. It doesn't even appear to be localized to a certain area -- the affected soldiers are spread out across the whole rank and appear to be random.

Nelly 2: ep.1

Play Nelly 2: ep.1

Aug. 27, 2013

Rating: 1

Between the ridiculously long Game Ark ad and the lagginess ingame (please, PLEASE don't abuse gradients, blur, and transparency without a way to turn them off) I just can't bring myself to play it for long.

BNKR

Play BNKR

Aug. 26, 2013

Rating: 10

This was mostly just a tedious pixel hunt. The crowbar on the surface map was WAY too tiny, there was no indication whatsoever that we were supposed to look on top of one random vent out of five, and all the puzzles came down to "find the clickable thing four screens away".

Viktor the Nth

Play Viktor the Nth

Aug. 25, 2013

Rating: 3

It looks like you can win on the 4th one. Maybe 5th if the last bit is a hair too long in one go.

Flatland: Fallen Angle

Play Flatland: Fallen Angle

Aug. 15, 2013

Rating: -1

Also, it's very laggy. I can't say for sure of course, but for something this simplistic, the usual offenders are 1) drawing the entire level background as a contiguous segment instead of blitting just the on-screen rectangle, and 2) drawing offscreen objects.

Flatland: Fallen Angle

Play Flatland: Fallen Angle

Aug. 15, 2013

Rating: 3

Interesting concept, but the combat was far too random.

PicTune

Play PicTune

Aug. 12, 2013

Rating: 1

The last couple might have been a bit TOO noisy, but other than that, outstanding game!

Dawn of Darkness

Play Dawn of Darkness

Aug. 05, 2013

Rating: 41

This just feels like such a waste of art assets. I mean, if you're going to go to the trouble of making pretty backgrounds and stuff, it's probably a bad idea to cover it all up almost in its entirety with a cluttered pile of buttons and labels we're not going to be clicking because they're just ways to beg for money we're not going to give you.

Dawn of Darkness

Play Dawn of Darkness

Aug. 05, 2013

Rating: 40

If you're going to make everything automatic, just go the rest of the mile and make an idle game. It'll be pretty much the same thing, minus the RAM, server latency, and hilariously cluttered UI (seriously, go back to college and take Interface Usability).

Moonlight Differences

Play Moonlight Differences

Jul. 31, 2013

Rating: 1

This ending is kind of disturbing in hindsight. The guy flies off to heaven with a lady he knew for all of ten minutes and is clearly not the mother of his children.

Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2025 Kongregate