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Epic War 4

Play Epic War 4

Jul. 18, 2010

Rating: 7

Have enjoyed all these games -- just a comment on managing player experience. I don't think a player should ever get fifteen minutes into a grueling level and realize (by reading comment thread) that there is invincible foe they cannot destroy, because they didn't happen to buy the particular counters that work against them. And then wonder if they will need to replay old levels over and over to get the funds to get that counter. The black imp level is the first this happened to me on, but I get the impression there are others. I don't mind losing because I stacked up too heavy on melee, or physical attacks, or etc. But not because I didn't buy some spell or unit because another looked more interesting/fun.

Inferno

Play Inferno

Jul. 10, 2010

Rating: 831

Kind of funny to have to choose between putting out a fire, and getting coins. Seems counter-intuitive that I am penalized for putting out the fire quickly, before it explodes something and wreaks havoc. Isn't putting out the fire quickly the reason Firebot exists? Also -- why am I offered the upgrade screen twice in a row, once after finishing, and once before starting?

Battle for Alandria

Play Battle for Alandria

Jul. 10, 2010

Rating: 1

This is a really nice hybrid of a couple game types seen before. I agree that having caps on certain upgrades would add some variety (ROF to archer being most obvious mentioned here). There are a lot of other victory routes -- I've just started building many first level mages on some levels: they replenish your king's mana, so you can attack the enemy king directly with magic. Combined with one or two good units, it's a viable win strategy. I'm sure there are others, and a little tweaking of both upgrades and level design would encourage people to mix and match these strategies to win. And finally -- admit that your English skills are poor and get someone to help! You make great games, the text should also be great.

Coma

Play Coma

Jul. 06, 2010

Rating: -1

Thank you for this game. It's crazy we get to play something like this for free. And by "crazy" I mean "wonderful."

Sky Patrol

Play Sky Patrol

Jun. 22, 2010

Rating: 1

I'd call this a "homage" to Time Pilot -- I hope I can head off anyone's comments that this is a "rip-off." I think calling it "retro" covers that. The game play seems exactly the same (been awhile since I played the original), as does the look -- going higher and higher is a kind of a fun way to explain it. I suppose I'd just ask for some more twists and features that weren't in the original.

Days of The Dead

Play Days of The Dead

Jun. 12, 2010

Rating: 1

Am I missing something, or is it not possible to sell your bow -before- buying a new one? With items you can unequip, then sell. But can't seem to unequip my bows.

Castle Wars 2

Play Castle Wars 2

Jun. 10, 2010

Rating: 2

Liked this game before, and like it now! This looks so much more professional and engaging, but the redesign does make it difficult to find important information. Two main examples: 1. Does it really clutter up the screen so much to put a number for castle and wall health right on them? Or at least mouse-over to view? This is certainly a different level of information than resource stats. At least make those two boxes in the top bar a different color, if not bigger/easier to see. 2. On that same bar, split each resource pair by color (or something), and make their relationship visually clear: knight stat creates weapon stat, etc.

The Enchanted Cave

Play The Enchanted Cave

Jun. 07, 2010

Rating: 3

I may cry. Lost save. Do I have to play this again? My will to continue is eroding ...

The Enchanted Cave

Play The Enchanted Cave

Jun. 04, 2010

Rating: 5

This is such a well done game. Truly fun. This is going to mark me as lame, I know, but here is my single highest wish for new feature: a warning light, or some other indicator, when your health is low. I steal time here and there to play, and don't use the wings a lot (again, lame on my part ...), but the short of it is I get distracted, and twice now have died around level 70, with a massive number of artifacts, unused health potions, stat ups, and other goodies lost. So much, that I just have to start over from level 1. So, for people who get lulled by the repetition, and don't pay as close attention because they have a busy home life, a little warning when you drop below, say 100 health would be highly appreciated. And yes, I agree that magic spells, besides heal, are useless without hot keys.

Robotic Emergence

Play Robotic Emergence

Jun. 02, 2010

Rating: 783

This is a really nice first version of a game. Thank you for creating it! I hope you are inspired to take the comments you like here a get crackin' on v2! I'll cast my vote for putting 80% of work into the enemy AI, as I think the player experience is very close to that sweet spot between tons of options, and streamlined gameplay. Perhaps more options besides heal/EMP, like affecting the weather, or triggering a production surge (perhaps EMP should not generate income?). But mainly I want a longer/steeper curve of challenges from the AI, so the fun doesn't stop so soon.

Omega Crisis

Play Omega Crisis

May. 02, 2010

Rating: 1

Another unclear tutorial point -- how are upgrade points awarded? Is building more defenses a good thing, or bad? Having a reward/incentive system is much less fun when you don't know how it works.

Omega Crisis

Play Omega Crisis

May. 02, 2010

Rating: 2

I had similar experience to CeruleanDragon -- tutorial didn't make it clear how upgrades, ships, or just exactly how having both the "bolt" and gattling guns works in practice. I also agree with the "not being seen" comments to Kongregate -- but unless you think Kongregate staff is reading these, why are you all posting them here? I like to believe the developer will read them all ... but it's sad the dialogue among players is lost.

Penguins Attack TD 2

Play Penguins Attack TD 2

Apr. 27, 2010

Rating: 6

I enjoy this game. I believe I have suppressed penguin issues. please please hotkey for "sell." has anyone else had the invisible tower bug? I'll sell a tower, and it disappears, but no new towers can be built on the spot, and creeps go around as if something is still there.

Thanks Tanks!

Play Thanks Tanks!

Apr. 26, 2010

Rating: 0

The click-on-the-tank interface did not want me to have fun, and yet I did. It wanted me to cry. I did not cry. The inexplicably-knocking-my-tank-over-so-it-can't-move dynamic made me think I should be frustrated. I was not frustrated. The lack-of-a-pause-button made wonder if the isaac the designer hated me. In the end I felt loved.

Redshift

Play Redshift

Apr. 24, 2010

Rating: 1

Quad Edge Grenade Launcher was awesome weapon, but things got pretty easy once I found it. Still played till the end -- this is an addictive and fun game. Of course I agree that the inventory, which could be one of the best parts of the game, is hugely frustrating. If enemies are going to drop weapons constantly, this needs to be fixed. Hot keys to select/sell an item would be start. How about two lists, one for shields, one for weapons? And then always sort them by rarity, or alphabetically, or some other system. One last suggestion: the higher your recycle multiplier goes, the higher your odds should be of redeeming a better weapon. So, x75, and you have a good chance of getting a 5 or 6 * weapon. Thanks for this game!

Nob War: The Elves

Play Nob War: The Elves

Apr. 23, 2010

Rating: 0

I like this! Am I missing the "pause" button though? Or is there not one? I could -really- use it, as I usually steal a few minutes here and there to play while working.

Operation: Onslaught

Play Operation: Onslaught

Apr. 20, 2010

Rating: 0

Enjoy this game, but too often got stuck walking in one direction, unable to get off edge of screen. Can I fix that on this end?

Homerun In Berzerk Land: Berzerk Ball

Play Homerun In Berzerk Land: Berzerk Ball

Apr. 15, 2010

Rating: 0

Fun game, love the art style and animation. Wondering though -- could there be a little bit more to hit in the air? Both in variety and quantity? It seems like most of the interesting stuff is on the ground, and when you get up in levels you don't spend much time down there. And that's one of the pleasures of this genre of game ... hitting stuff.

SteamBirds

Play SteamBirds

Apr. 02, 2010

Rating: -1

Wonderful game. Fills a void in my soul I had not realized was there. I'll add a zillionth comment about how learning the range/abilities of opponents through trial and error was not fun for me. This could be addressed in the mouse-over info with a simple graphic, or even just textual info "Gas-only, no guns" or "short range guns, 180 degree arc." I don't mind have to figure some of it out -- but without any graphic, it seems arbitrary when they are suddenly shooting me. Also agree that finding out the going-off-screen-mechanic is not fun either, especially when you can't grab your arrow to avoid it. Finally: the mouse-over info box for my own planes is often unavailable. These crits have not stopped me from loving this game, they just made it take a little longer.

Fujitsu Defender

Play Fujitsu Defender

Mar. 15, 2010

Rating: 0

Enough new (to me) ideas to justify adding to the genre. RPG elements have become the new table salt -- a pinch in every game. The gold tower is nice, but does unbalance the things pretty fast.

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