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Strand

Play Strand

Sep. 23, 2017

Rating: 0

I know this game came out 4 years ago, but I just have to say that this is probably the easiest hard badge on the whole website - even easier than SuperHOTline Miami Deluxe. It takes at most 30 minutes.

Beam Ball

Play Beam Ball

Sep. 15, 2017

Rating: 4

I (and many other people) have gotten the impossible on a trackpad, which is really interesting considering how many games need a mouse to do well. The strange thing is that I'm still not quite sick of the game after having gotten the impossible badge, despite having played it for over 10 hours. Sometime it feels like there is a plateau to your abilities, other times you'll play a level 20 times, leave it alone for like a day or so, then come back to it and suddenly do 2 times better. Fascinating and fun game. More comments to come. (2/2)

Beam Ball

Play Beam Ball

Sep. 15, 2017

Rating: 7

Thanks dorestes, I eventually got a bit over a 100 on Chroma Zones, mostly through luck (the game decided to graciously send me a group of 10 reds, then 10 blues, then 10 reds, or something like that). Anyway, now that I have achieved the impossible, I can finally give my ending assessment of the game. An incredibly horrifically addicting game, in the "just one more level" style. One of the trickier things to master is the blue ball in the dual ball levels: as Beerblog put in this comments section, "Red handles like a sports car. Blue handles like a truck towing a boat in reverse." ...(1/2)

Beam Ball

Play Beam Ball

Sep. 14, 2017

Rating: 3

Seriously, if anyone knows a strategy to phase into the alternate universe the dev must have been in to get a 130 on Chroma Zones, I would love to hear it. I'm like 200 points away from the impossible yet I can only get 65 on Chroma Zones at best.

Beam Ball

Play Beam Ball

Sep. 13, 2017

Rating: -1

@felixr2 - Good point - I actually did think of that (and forgot to put it in my post, whoops...), but I was thinking of it more in the context of this game somehow being adapted to tablets - I completely forgot about trackpads! Whoops! I'm playing on a touchpad, so when the idea of clicking came up in my mind I forgot that trackpads are different things entirely :P

Beam Ball

Play Beam Ball

Sep. 13, 2017

Rating: 1

Some more comments, because of the character limit: In general, one of the harder things is to handle the blue ball. Sometimes I wish there was a "strafe mode" where you could hold the mouse button and lock the angle of the blue ball - it's especially annoying to back the blue ball up as it slides out from the red ball often. More comments later.

Beam Ball

Play Beam Ball

Sep. 13, 2017

Rating: 3

I'm on my way to getting the impossible so I'll give some final comments about the game after that, but I just want to point out a couple things before I forget: For some reason it's easier to get a high score on the dark version of reflector than the light version (the dev score seemingly agrees with me on this), despite the fact that the dark version seems to be just the light version without the ability to see the blue ball. I also I find it extremely fascinating how, for example, I'm able to absolutely destroy the dev score on Guardian, but the dev score is way above my capabilities for chroma zone. I think chroma zone was the 120th star I got as well, I don't know why I find that particular set up so difficult.

Beam Ball

Play Beam Ball

Sep. 07, 2017

Rating: 35

Wow, it's been a while since a really good, simple, fun game like this got badges - much less 4 (including an impossible!). In fact, this is the first game in a while where I actually want to go for the impossible, simply because it's fun. The levels are short but brilliant, the game never gets frustrating, the difficulty is up to you, and so on. Particularly brilliant is this theme of variation, where there's so few core mechanics, but the different ways in which they are executed makes for a really fun experience. It's very hard to criticize this game, so here are some VERY VERY minor things that aren't necessarily even bad: the story doesn't really add too much, the way the blue ball follows the red on the "beam ball"-esque levels is kind of unwieldy when you have to back it up, and there is some element of luck (which I actually like because it allows you to go from struggling to get 3 stars to beating the 3 star cap by 2x!)

SkullFace

Play SkullFace

Aug. 25, 2017

Rating: 2

This is one of the easier hard badges I've seen, but that's not to say this game is easy: in fact, this is a pretty fun platformer - everything feels slick, you'll get most of the golds in 2 hours if you just restart levels over and over again. Interestingly enough, each level feels different because the developer keeps throwing in newer and newer gimmicks - there's never the exploration of a "hard" endurance level because most levels have different gimmicks. The controls can be a little off sometimes, but I'm a fan overall! 5/5

Toxers

Play Toxers

Aug. 22, 2017

Rating: 2

I know that this game is from 2010, but I just had to leave a comment because I hate it, and I need to let other people know how much I hate it. Aggressively boring: battles drag out for pointless animations, everything misses all the time, there's no sense of plot or exploration, and there's nothing for decent people to get out of the game. Completely lacking any redeeming features.

Swords and Souls

Play Swords and Souls

Aug. 17, 2017

Rating: 1

Just want to thank the developer for responding to my comment - I found this particularly amazing given that this game has already been popular for a while and must get a lot of comments. Also, reading my comment again, it comes off a little harsh, so let me qualify my statement: the base system of this game is pretty fun: there aren't many Flash games I find interesting enough to go for the hard badge for anymore. It does, as I mentioned earlier, get a little repetitive, but the core system is pretty fun and engaging enough for me to have invented my own "style" (that is, strategy) to fighting, as it were, which is pretty rare. I'd give it a 4.6/5 :)

Swords and Souls

Play Swords and Souls

Aug. 17, 2017

Rating: 2

This game gets tedious very quickly - somehow I played through to the hard badge, but it took HOURS. The problem is that there are just too many battles, most of which are pretty easy as long as you can use Shield Bash correctly. And then the Survival mode... there's just too many battles overall. The number of battles feels right for a game with more variety, but the training minigames get old quick. Also, turbo mode should be unlocked WAAAY earlier: the game gets much less tedious after it. Level 50 instead of Level 70, perhaps? Also of note: after I got turbo mode and after I realized that in the sword mode you can get crazy combos if you stop trying to reach perfects, I got like a 280x combo my first time in attack training and went up like 20 levels, literally from level 75 to 94 or something. Bizarre.

Developer response from SoulGame

The bad thing about badges is that it tends to make us play games beyond the point we would have stopped ^^ But yeah, for the sequel I'm working on fixing the tediousness of the game loop by improving both Training mini games and combat system, while adding more side content to bring more variety. That should do the trick! Thanks for your feedback

Blaite

Play Blaite

Jul. 30, 2017

Rating: 0

It's a pretty neat little platformer - everything handles relatively smoothly, the difficulty is pretty fair, it doesn't get frustrating, the music is alright, the graphics are pretty neat, and so on and so forth. The only help I can really give is suggestions: 1) This game could perhaps benefit from a story - it has a nice aesthetic, but there's nothing that particularly makes the player want to continue on except for pure gameplay. Maybe that's what you're going for, in which case go for it. 2) Some of the controls and navigating elements could be tweaked. The ladder is a bit annoying as you can't hop off the ladder while you're climbing it, but you can't stay at the top of the ladder either, so you have to wait until you reach the peak and then move right/left. Both of these should be adjusted, I think. Also, wall hugging on a wall with a spike at the bottom will get you killed by that spike: that should be made a little less sensitive.

Donny's Epic Revenge (Donny Don Spin-off)

Play Donny's Epic Revenge (Donny Don Spin-off)

Jul. 29, 2017

Rating: 0

If you're messed up in the head like I am, and looking for weird games in New: look no more - this is the most insane game on this website. I guess it's a spin-off to some bizarre series, but that's just the thing: regularly, terrible games make no sense at all, but this game makes sense if you are insane. While as here, there's some pseudostory that can only be deciphered if your head is not working correctly. Seriously, what the hell is this game about!?

Blaite

Play Blaite

Jul. 29, 2017

Rating: 1

This is actually a pretty decent platformer - hopefully it's not stolen as many good games in the Newest Games section tend to be, but it's actually a well made platformer that I can see being pretty successful. It's as the description claims - difficult but addictive. It's nothing too new or unique, but there's a charm in that: it's just a good game.

Spektakel

Play Spektakel

Jul. 29, 2017

Rating: 0

Actually a decent game, although your description says this game is "finally finding its way to newgrounds"... this isn't Newgrounds. The game desperately needs a plot of some sort: the levels get repetitive and the game gets dull quick once you realize you have no idea what you're looking for, why you're running, or why you should care. Also, I managed to die (which seems impossible as the game just stops you from running into things instead of letting you get crushed) by falling off a ledge, yet my "Retry/Main Menu" death screen seems to be frozen: please fix that.

Rubber Dinghy

Play Rubber Dinghy

Jul. 29, 2017

Rating: 1

Honestly, a pretty decent start. It's a bit short, but also both kind of fun and funny. I like it!

Little Bitty Byte

Play Little Bitty Byte

Jul. 29, 2017

Rating: 4

Some sort of Tamagotchi derivative: I used to have a Tamagotchi, and part of the appeal was finding out all the different things it could grow to. This one is kind of basic: you feed your pet, then play strange games with it (the easiest is Tic-Tac-Toe, where you have to purposefully lose a Tic-Tac-Toe game), and.. that's about it. I don't know how to discipline my pet at all, nor how to really increase trust, but it's cute I suppose. I guess it's a callback to when we had no idea how to take care of an actual Tamagotchi either.

Intercurrencial Idle

Play Intercurrencial Idle

Jul. 15, 2017

Rating: 0

So, just to summarize my previous comments (and add some more): 1) The platinum ranks scale up too much. It's a big jump from 10 platinum to 1000 platinum, and 1 million platinum seems almost impossible. 2) The interface should be a little smaller, and the options should be on the all screen. 3) The full/base/multi thing doesn't show up for red gold 4) The derivatives don't seem to be correct? I buy derivatives and they don't show up in the base rate.

Developer response from dhubba

I will alter the platinum balance.

Intercurrencial Idle

Play Intercurrencial Idle

Jul. 14, 2017

Rating: 1

Also, I don't quite get how the derivatives work? I have something like +30 RGold/S, I buy a +50 RGold/S derivative, and it seems almost nothing changes in my actual rate?

Developer response from dhubba

The derivative should just add to the base gain/S in this case Red Gold(RGold for short)/S so that was not meant to happen. You should have gained 50 RGold/S. Will mend the code.

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