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Quimper's Comments

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MegaDrill

Play MegaDrill

Feb. 11, 2010

Rating: 0

319005$ was enough for the big boat :D

Wyzau Circle TD

Play Wyzau Circle TD

Feb. 09, 2010

Rating: 0

So.. difficulty rating: normal creeps - 1, fast normal creeps - 1, hard creeps 2, flying creeps 4, magic creeps 10. That's about it. Does the cannon tower or slow tower even have reasons to exist?

Castlewars

Play Castlewars

Feb. 04, 2010

Rating: 0

I see the suckality hasn't improved concerning custom made decks. For those that don't know. If you make a custom deck, your opponent wont play from any premade decks. It will play from your custom made deck. Thus you can never fight any other decks than your own, ensuring cointoss rules for victory.

Wyzau Circle TD

Play Wyzau Circle TD

Feb. 04, 2010

Rating: 0

Suggestions: 1) Get rid of the "double wave" glitch that sometimes happend when you finish the last enemy around 2sec before the next wave is due. 2) Add "Weaken resistance" to slow tower or something.

Wyzau Circle TD

Play Wyzau Circle TD

Feb. 03, 2010

Rating: 0

Uhm.. you might have overdone the magic creeps. O.o

Space Invasion Tower Defense

Play Space Invasion Tower Defense

Jan. 29, 2010

Rating: -2

The tooltip should not be layered under the towers. Makes it impossible to read.

Invasor Destiny

Play Invasor Destiny

Jan. 29, 2010

Rating: 1

One of those games that punish you for building new troops?

Defense 1942

Play Defense 1942

Jan. 21, 2010

Rating: 1

This is such a spectacular blend of piss poor programming and good ideas. The math concerning prices and your amount of cash randomizes numbers constantly and does not cohere to numbers given even. Also, why the hell is your troops immobilised for 5secs at the start of each round? That more or less solidifies you taking 3-10 damage. I can completely understand a delay being given for future "tower" when the round has bagun, but giving you all that unavoidable damage each round beause your initial towers are delayed is just wrong.

Mecharon

Play Mecharon

Jan. 19, 2010

Rating: 0

Sofar none of the regular mobs have dropped any shields. Maybe its just bad luck, but ive had a couple of tries now and not even one shield have dropped from them

Mecharon

Play Mecharon

Jan. 19, 2010

Rating: 0

Is there a reason you would design a boss like "The Prison Guard"? Its range is longer than the screen. It autohits. It kills you in 5 hits... Out of ideas much?

Flash Element TD 2

Play Flash Element TD 2

Jan. 12, 2010

Rating: 0

44728 ^^ And thats without D's or DD's.. perhaps an increase on second try now that i know what works and what doesn't ;)

Back2Back

Play Back2Back

Jan. 11, 2010

Rating: 0

The flamers.. they do nothing!! Actually, id rather move my troops away from the rollers and take minimal damage. The rollers die, my troops survive. The other option is seeing my 3square range flamer look like a living question mark while 1-6 rollers crash into the base completely unscathed..

Crop Defenders

Play Crop Defenders

Jan. 07, 2010

Rating: 0

An upgrade to regrow lost health a few % each wave would be nice. Perhaps a feature where it regrows if you dont hold down the shoot button. Birds that water the crops or whatnot?

Vector Effect

Play Vector Effect

Jan. 03, 2010

Rating: -1

Perhaps in a future version you could get rid of the "Enemies spawning exactly where your ship is and thus killing you in 01,sec" feature. Try spawning enemies displaced from the ships position 1inch or at least making them intangleable 1,5sec or so..

Starcom

Play Starcom

Dec. 28, 2009

Rating: 0

Very nice game. Suggestions: 1) Be more generous with quest arrows. Ofc you dont put it out on missions where the objective is to figure out the coordinates, but otherwise it helps to be able to find the objective and the home base faster. 2) A couple of seconds delay before bases respawn fighters? Right now it pays of more to draw them away from the base and then jump in behind them and pound away uniterrupted. Looking forward to the sequel. ^^

Endless Migration

Play Endless Migration

Dec. 21, 2009

Rating: 0

> 330sec ^^

Silver Maze

Play Silver Maze

Nov. 27, 2009

Rating: 0

Advice for Lev 21: Doomsdays.. lots of'em.. lev 6 ones to begin with, combined with ice AoE. Then upgrade the level 6 ones to level 9.

Silver Maze

Play Silver Maze

Nov. 27, 2009

Rating: 1

Ok, got it.. The trick on 17 is Fire. A typhoon + fire first thing on. Later an AoE ice under the first road to concentrate on "bosses". At regular intervalls (every 2nd along the way), put AoE towers and level them just to the first upgrade point (which goes to fire). 3-4 towers along the way, put another maxed out Typhoon + fire. Ice towers (just upgraded to first ench = ice) up right corner and 2 steps in to the left from the first crossing = covers all bosspaths. The trick is to keep the fire running on all mobs with AoE fire at minimum upgrade. Maxed typhoon in beginning, then at every 3rd tower or so (with fire) to keep the punch at max. Ice to make the bosses suffer longer.

Silver Maze

Play Silver Maze

Nov. 27, 2009

Rating: 0

Uh.. any advice on 17? Tried doomsdays with semi-good result. Tried miniguns. Tried miniguns + typhoons. Tried minigun + fire combined with "long range laser with fire". And so on..

Death Penalty Shoot-out

Play Death Penalty Shoot-out

Nov. 25, 2009

Rating: 0

Well.. when you put all your points into "new ball speed" and the zombies are still so fast you only get two kicks (one isnt enough to kill even with headshot). You reeeally dont wanna see the "ball goes straight through zombie" glitch :/

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