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Pykrete's Comments

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BLOP

Play BLOP

Jul. 16, 2019

Rating: 1

It seems completely arbitrary whether an explosion will consume 1 or 2 moves.

Developer response from H2KGAMES

It is not arbitrary.It is equal to neighbors count.

Amidst the Sky

Play Amidst the Sky

Jul. 13, 2019

Rating: 1

I miss games like this. Thank you.

Magirune

Play Magirune

Jul. 07, 2019

Rating: 1

Got the hardcore. Grinding is unlocked with the magic sword. You do HAVE to checkpoint warp out of the nastier returns (something I didn't know was possible on the initial release), but with careful routing you can barely get to the final torch on your last potion. From there it's simple to max out and complete the rest of the game.

Empty room escape II

Play Empty room escape II

Jun. 21, 2019

Rating: 1

Someone never figured out the difference between the letters L and I...

A Pirate and his Crates

Play A Pirate and his Crates

Jun. 16, 2019

Rating: 5

Might be emulating eddynardo a bit too well, because the only problem is the same one he has: you introduce an awesome and creative set of mechanics, and then the game immediately ends.

Developer response from FeatherHatGames

xD I am not sure that I like good experience that never end. I mean life ends too with death, wouldn't be special if life was eternal.

FireBlob

Play FireBlob

May. 25, 2019

Rating: 276

Felt like it ended just as things got interesting, but it was fun.

Mana Factory

Play Mana Factory

May. 21, 2019

Rating: 2

Outside of that one bug, beautiful. The last set of levels was pretty great and took a lot of planning.

Developer response from ValettusGD

Awesome! Good job. I wasn't sure anyone would stick it out through the last several levels. Glad you liked them. Appreciate the comment and thanks for playing!

Mana Factory

Play Mana Factory

May. 21, 2019

Rating: 0

Blank glyphs' interface is very buggy and frequently softlocks the UI.

Developer response from ValettusGD

Thanks for reporting! I have found a bug in the code. Edit: I think it's fixed now (hopefully)!

5 Step Steve

Play 5 Step Steve

May. 21, 2019

Rating: 2

Sound doesn't seem to work on Chrome either. Other than that, beautiful puzzles. The multi-flag death puzzles were just brilliant.

Developer response from EPGstudios

no sound on chrome? can you please private message me screenshots from the console, browser/os version, etc?

Light Flux

Play Light Flux

May. 17, 2019

Rating: 6

I mean it's fun, for the all of eight minutes it lasts :P Kind of stops right when it ramps into something interesting.

MoneySeize

Play MoneySeize

May. 13, 2019

Rating: 2

Impossible done, 2771 deaths. When you get 1000 coins, a secret level appears at the top that gives you the location of 6 other secret doors. Two of those have an additional secret door inside the secret level, and one of those has a THIRD one.

Kube (Demo)

Play Kube (Demo)

May. 12, 2019

Rating: 1

Needs an indicator of which direction the death wall is coming from. Levels get too large to guess which wing of the area to prioritize.

Tales of Nebezem: Elemental Link Part 2

Play Tales of Nebezem: Elemental Link Part 2

May. 10, 2019

Rating: 12

I feel like Tynni and Danu got completely shortchanged in this. Both parts focused entirely on the other two protagonists.

Developer response from Beranek

It would be nice to have more Tyyni and Danu in the game, only it would make the game even longer. On the other hand, Tyyni and Danu each has her own game where they're the protagonist (Mind Trial and Golden Scepter, respectively).

Tales of Nebezem: Elemental Link Part 1

Play Tales of Nebezem: Elemental Link Part 1

May. 09, 2019

Rating: 4

Bug: after returning Yugime's bracelet, the fire guy who stole it respawns at the well and gives you the bracelet again.

Tales of Nebezem: Elemental Link Part 1

Play Tales of Nebezem: Elemental Link Part 1

May. 09, 2019

Rating: 2

Effective softlock is possible the first time you see monsters at the hill. If you grow vines toward the satsuki and 2x mizu, then die to the monster, Megami will rez you behind the monster with no way to get back down.

Developer response from Beranek

The place where you reappear depends on where you're facing when you're killed. So yeah, it's possible to get "stuck" behind the monster, but you can always return to town using your Return wand.

MoneySeize

Play MoneySeize

May. 09, 2019

Rating: 1

The corner-hop you do if you don't quite make a ledge is the worst thing ever. The final levels are literally pixel perfect, and that corner hop will just randomly throw you off so badly.

Magirune

Play Magirune

May. 06, 2019

Rating: 2

Pretty sure the no-death ending requires at least some grinding. The enemies in the game only provide enough first-kill XP to hit level 14 (final boss requires 16 to hit), and in particular the level jump between the archer and troll sets you back for the entire third area.

Magirune

Play Magirune

May. 05, 2019

Rating: 142

Since you're nerfing enemy XP based on whether you've killed that individual, it really needs a way to visually discern which ones have been killed. Maybe display their HP bar as yellow or something?

Developer response from Fluffy_Lotus

I think I'll have to do something. I wanted it to be some sort of “hidden puzzle” where people needed to remember who they killed but the up votes to your post seems to say it's not a good idea. *UPDATE* When the enemy scroll is captured, there will be a small visual difference between enemies already killed.

Lightbulb Physics

Play Lightbulb Physics

Apr. 27, 2019

Rating: 7

I'm over halfway through, and so far almost every single level reduced to "quickly destroy everything straight down from the lightbulb". There's been rather little in the way of more delicate setups.

Developer response from TheGameHomepage

There are multiple ways to solve most levels. If you want to rely on skill and remove the shapes frantically you can. Or if you want to use puzzle solving and deconstruct the towers piece by piece you can do that too. It's up to you how you play.

Stomacc and Friends

Play Stomacc and Friends

Apr. 25, 2019

Rating: 0

Felt a bit simplistic early on, but Hard ramped it into fully utilizing the mechanics. Why did you split Hard off though? It's really more just the second half of the game.

Developer response from joqlepecheur

Hello. I split as it was an addition post-jam to the game. It used to be only normal mode, I wanted to explore the mechanics a bit more so an alternative mode was added. I think you are a high tier player so it felt easy to you but I guess most players would have a difficult time (in the jam version, lots of people were not able to finish).

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