Nice work, the only thing I would suggest is that if you've turned off the sound, make sure it stays off when you complete the game. That drumbeat that leads off the win screen is really startling.
Hi Roolet, Thank you for the feedback. We have been slowly re-working the interface to make it feel smoother and less cluttered. We'll continue to do so. The game is designed to be casual at first glance, but yes, gets more complex as you continue playing. All core content in game is designed to be unlocked for FREE just by leveling up! Additionally, we've added a number of ways to earn gems for free in game such as roulette, story quests, special orders, the trade house and several other ways! We'll continue to work on optimizations and hope to win you over in the future! :D
On the day Kong burns to the ground and we walk through the wreckage in a post mortem investigation, TechCrunch and Engadget will point to this game as a prime example of the reason for its demise. Total derivative crap.
Most recent update made game totally unplayable. Can't load due to out of memory errors. Dev apparently thinks "balancing" involves drastic shifts sufficient enough to create an entirely different game. Disgustingly grindy - and this is coming from someone who played Anti-Idle for years.
Nice concept with mobile/desktop transfer. Grateful for the free kreds (which I spent on a better game). Pity there's no actual game to play here. Calling it an idle game does a disservice to idle games - they usually have more interactivity than this piece of rot.
Cute Zelda-style dungeon crawl. Travel is way too slow even with final upgrade. Spells beyond first level and heal are pretty useless. Just load them up into 12345 and mash the numrow repeatedly. Never used the defense mechanic or any of the left column powerups from the first page of the shop. Animation indicating when you take damage needs to be more obvious. Player hitbox is really bizarre, especially around doors. Would help to show what was left behind in a room rather than just "purple box." Would like to be able to pin the full map permanently open and off to the side, I wound up playing the entire game with the screen slightly dimmed and the map in the middle, and reopening it every floor.
A little torn on this one. I want to encourage more interesting takes on Match 3 games on Kong since it's one of my favorite genres, but this one is so clunky and unresponsive on the controls that it's almost unplayable. Unfortunately I have to err in favor of the latter review.
Props to you for paying attention to how people respond to UI changes. Drastic changes to gameplay or looks have killed so many games. Far better to release an entirely separate game and monetize both rather than to alienate your existing player base with upgrades. You get a very rare 5 star from me for your ability to understand consumer psychology.
Didn't expect it to get its name from freezing in the middle of levels. All combat stops, mobs vanish one by one and the little viking dudes just wind up standing there stuck. Unplayable.
Very nice people playing and I will miss them.
Consumables are unbalanced. Typos, misspelling and grammar are rife. Too much time spent on front end gloss & language, not enough new gameplay. Devs promise tons of new content real-soon-now (TM) but only introduce more pay to win crap. You want to do pay to win? Fine, make a pay to win game, but finish the product before you ask for any cash from me.
The recent introduction of a second server was ostensibly to ease the lag, (it failed) but hiding established players on one server is also a means of hiding our concerns and complaints from newer players. It is obvious that the devs would rather focus on bringing in fresh folks than keeping the old.
Also. The chat server in-game does not honor Kong chat blocking and also connects to Facebook. In-game chat is unmoderated. If you have blocked people on Kong or FB they will be able to find you in the game chat. Use unrecognizable names for your in-game characters to protect yourself.
Since I can only play for 10 min a day, I gained 23x LESS during the majority of the 15x MORE upgrade due to the offline play bug.
I had disabled adblocking for this game to help you guys out but since you obviously don't care enough to playtest with real users or futureproof your code, I will resume blocking ads.
The pre-October version should have stayed up, with the new UI released as "AdCap v 2." That way folks who didn't want to risk losing everything due to your choice to use Unity Beta wouldn't get screwed over repeatedly by nonsense like this.
Not a fan of the UX. The most important figure - the cash - is tiny compared to the hits count. As in, I have to squint to read the most important number. And given that the purchase items are always the same color/style regardless of your cash, it's REALLY crucial to be able to see this tiny number. Swap the hits for the cash, plx.
The inconsistent font sizes in the purchase section make it seem like the botnet is considerably more important than anything else, which is not true. The "New Tab" elements are a waste of space until they become useful in the game. Might be better off scrapping the lowest left hand part of the section with all the laggy particle effects and using it instead to expand your buttons.
The dollar sign in the corner is too obscured so it just looks like a big random "S".
Interesting concept but at this point it's done better elsewhere among the many many incremental clones.
Buttons still require too long of a click for me to play with my stylus. Also, given the tradition of web users reacting badly to UX changes do you not think it might have been better to release this as a separate game, say, AdCap2: Angel Boogaloo?
The clicklength timer on the new UI is too long. I use a stylus to play and had to switch over to the mouse in order to get a click long enough to trigger the purchase buttons. Playing with mouse causes me extreme pain. Please shorten the click detection timer.
Hi Roolet, Thank you for the feedback. We have been slowly re-working the interface to make it feel smoother and less cluttered. We'll continue to do so. The game is designed to be casual at first glance, but yes, gets more complex as you continue playing. All core content in game is designed to be unlocked for FREE just by leveling up! Additionally, we've added a number of ways to earn gems for free in game such as roulette, story quests, special orders, the trade house and several other ways! We'll continue to work on optimizations and hope to win you over in the future! :D