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schismtracer's Comments

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The Lumbering Dead

Play The Lumbering Dead

Nov. 03, 2013

Rating: 5

In addition to all the suggested bugfixes, you should retain at least some money when you die. Between how expensive upgrades are, how little money you get from enemies, and how quickly you get killed, having to restart from scratch is highly annoying.

Moo RPG

Play Moo RPG

Nov. 03, 2013

Rating: 7

Are enemies supposed to be able to cheap shot you by attacking as soon as they appear onscreen? Because that's happening pretty often.

Road of the Dead 2

Play Road of the Dead 2

Oct. 30, 2013

Rating: 2

Okay, twice now I've had a zombie take a full magazine to the face from an upgraded fourth weapon and not die. I'm guessing there's a glitch in there somewhere.

Space Cyborg

Play Space Cyborg

Oct. 14, 2013

Rating: 3

Either friendly fire needs to be disabled or the flamethrower guy needs to have a much smaller area of effect (and/or better AI) because that one dude is responsible for like 99% of the damage I'm taking.

Developer response from grmaster

Thank you for your feedback. You can suggest ideas for the sequel.

Headless Zombie

Play Headless Zombie

Oct. 05, 2013

Rating: 0

There's a split second pause between jumping and when you're allowed to throw your head (at least while using arrows + space) that makes some coins unnecessarily difficult to get.

Madness on Wheels

Play Madness on Wheels

Aug. 22, 2013

Rating: 2

The hit detection on those hot rods seems wonky. I get that you're not supposed to shoot the armored back, but they rarely seem to take damage unless hit directly from the front.

Developer response from OlegAntipov

Yes, they have armored back and take damage only from front and sides )

Learn to Fail

Play Learn to Fail

Aug. 18, 2013

Rating: 4

I think you should increase the no damage bonus as the game progresses. Not a lot, maybe +50 coins every four or six levels. Basically, something to make it less irrelevant by the midpoint.

Developer response from FailGames

What do you think should be done to make the game more balanced/harder/easier? We've seen some people complain about the game being too easy.

Flatland: Fallen Angle

Play Flatland: Fallen Angle

Aug. 10, 2013

Rating: 6

It's an interesting idea, but the hit detection is too arbitrary. It's also very easy to get pinned to a wall by "corpses," especially when you have a large number of followers.

Balloons Vs Zombies 2

Play Balloons Vs Zombies 2

Aug. 05, 2013

Rating: 0

I like how the walkthrough couldn't get the star on level 20 either.

The Bravest Hunter

Play The Bravest Hunter

Jul. 20, 2013

Rating: 15

Giving all the bosses health regen doesn't make the game harder, just longer and more tedious.

Incursion 2: The Artifact

Play Incursion 2: The Artifact

Jul. 06, 2013

Rating: -11

Okay, that worm that wanders around eating your units? Cheapest bullshit I've ever seen in a TD game. At least give me a chance to kill the stupid thing.

Endless War 7

Play Endless War 7

Jul. 05, 2013

Rating: 6

I see my allies are still incapable of doing anything except getting in my way and exploding. Always helpful.

Ninja and Blind Girl 2

Play Ninja and Blind Girl 2

Jun. 12, 2013

Rating: 0

Do I correctly remember being able to manually reposition the ninjas in the last game? Either way, that would be very helpful here. I've frequently taken unnecessary hits because the ninja killed the last visible enemy on one side of the screen, only to be unable to reach an enemy spawning on the other side before it got several hits in.

Highway of the Dead

Play Highway of the Dead

May. 10, 2013

Rating: 16

I really like how "TURBO BOOST" constantly blocks my view of the road. That's totally helpful.

Developer response from fightclub69

Oops, I guess I should decrease the 'hold' delay on that. It didn't seem like a problem when I was testing. EDIT: I decreased the 'hold' and moved it up and made it fade faster... shouldn't be a problem now (v1.01k)

Dark Reality: Two Doors

Play Dark Reality: Two Doors

May. 10, 2013

Rating: 6

Pixel hunts killed the adventure genre for a reason, you know.

CaribbeanAdmiral

Play CaribbeanAdmiral

May. 05, 2013

Rating: 0

The endgame is pretty badly balanced. For one thing, the enemies seem to go first about 90% of the time, which isn't so bad early on, but when three two-shot-per-turn ships become standard encounters, it causes you to hemorrhage money without any real recourse, especially after buying the more expensive (and more expensive to repair) ships. The final boss is a joke. Even if you fight it normally, it's just one ship. The random encounters are more dangerous at that point, and had been for some time, in fact.

Amber Helix

Play Amber Helix

Apr. 29, 2013

Rating: 0

Having powerups drain over time is kind of a slap in the face considering the frequent (long) pauses between waves. If you really want that feature (to make the Indomitable feat more difficult?), you could at least slow it down. Like, by half. That would go a long way towards addressing the complaints about needing drops to survive.

Developer response from AmberHelix

If I am going to change the need for powerups I am leaning towards reducing the rate at which they drop and making the player stronger in general, like troglodytic suggested. But I have no definite plans right now.

Wonder Rocket

Play Wonder Rocket

Apr. 20, 2013

Rating: 0

The Ace achievement in Into Space was a pain in the ass. This one is basically impossible. Speaking of Into Space, this is pretty much the same game, just with cutsier graphics and less interesting upgrades.

Frontier

Play Frontier

Apr. 15, 2013

Rating: 5

You know, if the Enforcers would quit stopping me every other hour to search for contraband, they might be able to put a dent into the eight billion petty thieves per road.

Left To Die

Play Left To Die

Apr. 10, 2013

Rating: 0

Every single rocket-based weapon is worse than what precedes it. The gun, the turret, the airstrike, all of it. That's kind of amazing.

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