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schismtracer's Comments

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simian.interface

Play simian.interface

Mar. 04, 2013

Rating: 5

So that's what tripping balls on LSD is like.

CrossFire Madness

Play CrossFire Madness

Feb. 19, 2013

Rating: 1

Do orbs not carry over between attempts, or is that only the top row? If they don't carry over at all, then they're horribly overpriced. If only some carry over, you should mention that so the player doesn't waste an attempt. Also, the ship's aim is pretty bad, especially against fast enemies.

Ode To Pixel Days

Play Ode To Pixel Days

Feb. 16, 2013

Rating: 2

I've always said that the first step to growing up is recognizing that what you want and what you get have nothing to do with each other. It's a valuable - if generally depressing - lesson.

Akaneiro

Play Akaneiro

Feb. 10, 2013

Rating: 4

The Karma:XP reward ratio is game-breakingly skewed. As is, I hit the level cap hours before I can scrape together enough karma to unlock the next area, and that's without buying new skills. I'd suggest adding karma bonuses to combos, as well as making loot more valuable when sold (increasing the purchase price in shops would be fine to compensate, since drops are better procurement methods anyway).

Developer response from Spicyhorse

If it were "game-breakingly skewed" we'd see that very clearly in the data generated when people play. As it is, the vast majority of players are chewing through the content easily (and for free). If you want to progress through more quickly, then please consider purchasing some Karma. Not only will that address the "problem" you are having, but will help support us in our efforts to maintain and improve the game. Thanks!

Psychic Arrow

Play Psychic Arrow

Feb. 08, 2013

Rating: 0

I would like to go on record saying that the ending scene was entirely wrong and inferior to my actual performance. Because I shot the Captain/King in the crotch, causing the arrow to catch on the boat, resulting in the Captain/King dangling off the ship. By the crotch. Crotch.

Battle for Darkness

Play Battle for Darkness

Jan. 22, 2013

Rating: 2

Madmen are way overpowered for a midgame enemy. Making them at least neutral to Cursed Knights and Underworld Fighters would be ideal.

Lost Space

Play Lost Space

Jan. 15, 2013

Rating: 0

Landing is a bit wonky. One time, I touched down gently, nothing happened for a second, then I lost nearly all my health (it was full when I landed) right before the level ended. I've noticed that having any horizontal momentum while touching down causes the ship to slide a bit. Maybe that's the problem.

Notebook Wars 3: Unleashed

Play Notebook Wars 3: Unleashed

Nov. 26, 2012

Rating: 8

Endgame enemies have way too much health. I have three L25 Plasma Bombs equipped and I still can't kill entire enemy groups without either wasting bombs or ramming them. Part of the problem is the gun spread; an option to alter the firing angles (or just defaulting them to firing straight ahead) would be a big help.

Dead Paradise

Play Dead Paradise

Nov. 26, 2012

Rating: 51

1) Rockets need a much better turning radius. As is, about half of the ones I fire just circle around an enemy uselessly. 2) As other players mentioned, either reduce the amount of obstacles or make the obstacles cause a lot less damage (or, better, let the player purchase in-mission repair kits with all the money piling up that I can't spend until I get more skulls).

Falling Legacy mini

Play Falling Legacy mini

Nov. 18, 2012

Rating: 0

Correction to previous comment: apparently, shooting hearts counts as collecting them. That probably could have been mentioned in the help page.

Falling Legacy mini

Play Falling Legacy mini

Nov. 18, 2012

Rating: -1

Having the player's shots destroy health pickups is not at all cool. The game's hard enough without almost automatically losing half the hearts that appear. Enemies also take an absurd amount of damage considering how little time you have before they disappear.

Siegius Arena

Play Siegius Arena

Oct. 23, 2012

Rating: 4

In addition to the constant forward motion issue, there's long moment after an attack animation where you're unable to change direction. Allowing the player to change direction mid-combo would solve both problems, as well as making crowd control...well, not "easier." More like "possible in the first place."

Into Space 2

Play Into Space 2

Oct. 04, 2012

Rating: 8

The rocket portion of the game seems to have a pretty severe memory leak.

Kick Out Bieber 2

Play Kick Out Bieber 2

Sep. 08, 2012

Rating: 2

I can't decide what's more amusing: the "educational" tag or that the "babeh ooh babeh" sound clip is indistinguishable from Bieber's actual songs.

Hanna in a Choppa 2

Play Hanna in a Choppa 2

Aug. 11, 2012

Rating: 11

Mission 20 cannot be possible with the balloon. Just...no. Not physically, not scientifically, not temporally.

Developer response from Deeperbeige

It's all in the bounce: http://www.youtube.com/watch?v=XaNjkTlddx4

Pixel Warrior

Play Pixel Warrior

Aug. 05, 2012

Rating: 0

I also had the second boss glitch and fly off the screen, apparently never to return.

Developer response from camelCaseSir

It should be fixed now.. sorry about that.

Dogfight Aces

Play Dogfight Aces

Aug. 01, 2012

Rating: 1

Storm clouds and birds are ridiculously overpowered (example #2312 of sentences I never imagined typing), mostly due to their size and prevalence. The enemies guns seem unduly strong as well, usually destroying part of my plane after two or three hits, even with several armor upgrades (whereas I need many, many hits to down them, again with upgrades).

Developer response from wideanglegames

The only thing you need is a practice. This game is not easy to play at first time, you need to develop some skills and be patient. And sadly, that is the reason the game gets low rating from some players. If you are patient and practice, I guarantee you you will have fun!

Endless War 5

Play Endless War 5

Jul. 21, 2012

Rating: 3

So, you lose XP when your allies die, and also your allies suck so they all die within seconds of the level starting? Seriously?

Dead Strike

Play Dead Strike

Jul. 10, 2012

Rating: 1

A couple of issues I noticed: 1. the crosshair is a bit to the left of where the guns fire. Not a huge problem except at range or while using slower weapons, but still pretty annoying. 2. The sound effect for picking up items is too loud, to the point of drowning out the glass-shattering effect for the magical skydiver zombies, which itself is too quiet.

Mario vs Monsters

Play Mario vs Monsters

Jul. 06, 2012

Rating: 6

Hit detection needs work. Every fifth or sixth shot just goes through enemies, and not when they're invincible after being hit either. Speaking of which, giving enemies invincibility frames does nothing but artificially lengthen combat. Not allowing the player to pass through unneeded hearts is silly. Lastly, hitting a wall while jumping causes friction that prevents you from jumping as high as you're supposed to.

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