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ZS Dead Detective - Pumpkin Dead

Play ZS Dead Detective - Pumpkin Dead

Nov. 22, 2019

Rating: 35

Arrg, walkthrough on facebook? Anywhere else it could be hosted? I don't want to make a facebook account.

Developer response from Lu_Muja

Ugh, sorry, but the facebook page is pretty much my only social feed ^^

Medieval Chronicles 1

Play Medieval Chronicles 1

Aug. 31, 2018

Rating: 1

Great game as always, I have to ask, where do the ideas come from?

1Quest

Play 1Quest

Jul. 04, 2018

Rating: 0

Oh gods, I can't believe it's been four years. Any chance on the tower thing getting fixed?

Developer response from RatzNGodz

four years ... wow. I cannot modify the game anymore (at least not without spending a lot of time reinstalling building tools ... i moved from actionscript to unity and changed computer since the last version of 1Quest), so no sorry, the tower won't come back I guess :/

AntiVillain (-OneShot-)

Play AntiVillain (-OneShot-)

Mar. 17, 2017

Rating: 1

I loved it!

We Become What We Behold

Play We Become What We Behold

Nov. 22, 2016

Rating: -5

Feels familiar, don't it? See Mid-east.

Medieval Cop -The Invidia Game - Part 1

Play Medieval Cop -The Invidia Game - Part 1

Jun. 30, 2016

Rating: 0

Have also gotten the this.endeventchase error

Developer response from VasantJ

Fixed it.

1Quest

Play 1Quest

Sep. 10, 2014

Rating: 0

wait, there's a desktop version that can be modded?

Developer response from RatzNGodz

That's the plan (all the game play is in xml, so it is easy to mod), but there is no documentation yet :). But i will gladly answer your questions if you have any

1Quest

Play 1Quest

Sep. 10, 2014

Rating: 1

@flamewolf33, there's a second tab of skills

1Quest

Play 1Quest

Sep. 07, 2014

Rating: -1

I think those red and gold chests always drop an artifact(I'll call the items with yellow/golden glows artifacts in the tradition of hack-style rogue-likes, as artifacts have special names)

1Quest

Play 1Quest

Sep. 05, 2014

Rating: 0

You just can't hit them, and they can almost always hit you.

1Quest

Play 1Quest

Sep. 05, 2014

Rating: 1

I'm pretty convinced that it would help if monster+ had a lower hit bonus and/or defense value than they currently do. As it is, with melee builds at least, you hit a brick wall the moment you encounter the first monster+.

Developer response from RatzNGodz

At higher level, pure build will fail. If you rely only on melee hit for all monsters, I guess you can go up to level 30 by taking all the buff & right class but if you really want to go high, you should have some additional tools at your disposal. Like Curse spell to reduce melee defenses for example, or taking level as enchanter for Peace of Mind as it should become cheaper than raising weapon skill

1Quest

Play 1Quest

Sep. 05, 2014

Rating: 0

Err, the afterwards seems to have been eaten https://www.dropbox.com/s/gxncci7mo8jvgxp/level%2015.PNG?dl=0

Developer response from RatzNGodz

Some figures : polar bear are level 9-10, fallen paladin are level 13-14, wild cats are level 17-18. the higher you go in the tower, the wider the pick is. In addition monsters strength and vulnerabilities are increasing (fallen paladin can easily be killed in close/ranged combat but resist magic well and heal other monsters) so such jump is not unexpected

1Quest

Play 1Quest

Sep. 05, 2014

Rating: 0

Ok, I'm convinced there's a huge difficulty cliff at the level 14-15 transition, the hit bonus of enemies takes a 10 point jump, and their defenses seem to take a 20-30 point jump in some cases. https://www.dropbox.com/s/vklskb369tgorm7/level%2014.PNG?dl=0 <-afterwards

1Quest

Play 1Quest

Sep. 04, 2014

Rating: 0

In terms of difficulty, I think my primary criticism would be that the difference between the regular monsters and the 'monster+' ones is too great a change, Though I sorta want an sandbox mode, where you can choose the rate of difficulty increase, and experiment with different builds.

Developer response from RatzNGodz

Monster stats are based on their level, and the level of monsters is linear. I haven't code to place 'monster+' at floor 15, it is just the floor where the system start to pick them because they have the right level. The difficulty increase because you've finished your main class and start to get less power per tower's floor than before (it should start a little before but around those levels)

1Quest

Play 1Quest

Sep. 01, 2014

Rating: 0

why is there such a huge difference between enemy defense values on chaos tower levels 14 and 15? On floor 14, I was hitting 90ish% of strikes on enemies,(with my hit bonus for melee at 30) and suddenly this thief+ comes up to me with a ridiculous defense of 62 and laughs as I completely miss everything I try against him.

1Quest

Play 1Quest

Aug. 31, 2014

Rating: 1

Also, change the 'win the campaign','win campaign alive', and 'win campaign perfect' to integers from booleans so we can see how many times we've beaten it?

1Quest

Play 1Quest

Aug. 31, 2014

Rating: 1

Somewhat of a 'in retrospect' suggestion, but can it be enabled so that you can see combat log and all your info windows after you get killed but before going back to main menu?

Developer response from RatzNGodz

I've planed the combat log at least

1Quest

Play 1Quest

Aug. 29, 2014

Rating: 1

I thought I had the chaos tower figured out, then I get to floor 15, and EVERYTHING seems to have a defense/resist of 50 to 60. When enemies go from their normal versions to their 'enemy_name+' versions, players just don't stand much of any chance at all. (Also, with lightsaber artifact sword equipped, ranged attacks performed by the player will hide the armor damage reduction math from you)

1Quest

Play 1Quest

Aug. 23, 2014

Rating: 0

Looks like drain life ignores resistances and armor for damage reduction, which using mental resistance(seems by far hardest stat to raise) as something to roll against, where can I get this power? :D

Developer response from RatzNGodz

it uses physical resistance. You can have one by playing necromancer :)

1Quest

Play 1Quest

Aug. 23, 2014

Rating: 1

Huh, bracers[+1][Acc] doesnt improve hit bonus on spells at all, shouldnt it have the same effect on magic as on other attacks?

Developer response from RatzNGodz

Spell are boosted by affinities and physical attack by the stuff. Spells would be over powered if they take both bonus

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