Games Achievements My Kong Sign In

SkyCharger001's Comments

Comment

Idle Power

Play Idle Power

Jan. 29, 2017

Rating: 2

could you make it save the entire condition of the playfield? After every reload I have to waste up to an hour to get my layout running again.

Escape Run

Play Escape Run

Jan. 20, 2017

Rating: 1

As said by others, the controls are practically nonexistent.

Chopper Assault

Play Chopper Assault

Jan. 12, 2017

Rating: 0

frame-rate in the lower single-digits, unplayable.

Five-Leaf Clover

Play Five-Leaf Clover

Jan. 02, 2017

Rating: 5

Where's the tier 10 museum?

Five-Leaf Clover

Play Five-Leaf Clover

Dec. 31, 2016

Rating: 1

possible alternative layout for museum: 8 'sets' per tier, set 0 is no mutations, set 1 is all flowers with 1 mutation, set 2 is with 2 mutations, etc.

Compound 52

Play Compound 52

Dec. 23, 2016

Rating: 0

Game has 404'ed

GameToiletMobile#5 : Big Dig North Pole Edition

Play GameToiletMobile#5 : Big Dig North Pole Edition

Dec. 20, 2016

Rating: 2

seems update 1.4 failed to publish

GameToiletMobile#5 : Big Dig North Pole Edition

Play GameToiletMobile#5 : Big Dig North Pole Edition

Dec. 20, 2016

Rating: 0

could you please make it remember the setting for the cat-charm when you reload? I don't like having to put it back in coin mode after every restart of the browser. (same goes for the audio setting)

Developer response from kingbaggot

I just put that into my mini-update ! thnx for feedback :)

Blockstachio

Play Blockstachio

Dec. 15, 2016

Rating: -1

Doesn't load

Coding Idle: recoded

Play Coding Idle: recoded

Nov. 26, 2016

Rating: 1

If 'output' is anything to go by then you are still failing to cap the auto-saving to a sensible rate (you should cap it to no more than .2 auto-saves per second, any faster will bottleneck the hard-drive)

Coding Idle: Recoded [BETA]

Play Coding Idle: Recoded [BETA]

Nov. 17, 2016

Rating: 6

2 tips: A. replace the loops with multiplications where possible, it will save a lot of cpu-power. clickgain = baseIterations*basegain| autogain = baseIterations*autoiterations*basegain B. limit the save() calls to be no more than twice per second. calling it every time income is gained plays havoc on a computers hard-drive.

Coding Idle: Recoded [BETA]

Play Coding Idle: Recoded [BETA]

Nov. 17, 2016

Rating: 1

Could you make it so that when an upgrade is made visible it stays visible until bought?

Crafting Idle Clicker

Play Crafting Idle Clicker

Nov. 08, 2016

Rating: 0

Idea: allow auto-building of dependencies at a premium (EG: set wooden-bow autobuild to 50 units, each arrow/wood required is bought at 3 times normal price)

Crafting Idle Clicker

Play Crafting Idle Clicker

Nov. 05, 2016

Rating: 0

helmHammerHand: 12% (or actually 12.5%) is a full core on an eight-core cpu and for system stability none of the plugins ever use more than one core (if it crashes it doesn't take the entire system with it).

Crafting Idle Clicker

Play Crafting Idle Clicker

Nov. 04, 2016

Rating: 4

request: allow autobuild to be set to the cheapest first. currently it's trying to upgrade something that at the current moment requires 5 days to gather the money for while there are plenty that require only a few minutes.

Developer response from RevelBase

I had it like this first, but it sometimes lead to production stalls because of missing resources . I've also recognized that it's hard to determine the building order upfront. I hope it improved already with the possibility to set manually the amount of vendors per production unit.

Reactor Incremental

Play Reactor Incremental

Nov. 03, 2016

Rating: -2

game has crashed, now not even reset does a thing

Crafting Idle Clicker

Play Crafting Idle Clicker

Oct. 24, 2016

Rating: 1

That's why I'm only requesting it as an option.

Crafting Idle Clicker

Play Crafting Idle Clicker

Oct. 20, 2016

Rating: 1

My M.O is to put one seller at minimum on every resource so that I can expand a resource chain from the first stage 'down' to the final stages without having to hassle too much with the surplus. This means that at the moment most red-seller occurrences are false-negatives for me. (Forcing a manual-check every time, which defeats the purpose.) perhaps you can differentiate between four states(based on gross surplus): A. all selling some of the surplus(black), B. 1 at no surplus to sell(blue), C. 1 at negative surplus (yellow), D 2+ sellers at 1 sellers worth of surplus or less.(red)

Developer response from RevelBase

Ok I think I got what you mean. I'm not sure if this is a common problem to most players and I fear that this would make players wonder what all the colors mean.

Crafting Idle Clicker

Play Crafting Idle Clicker

Oct. 19, 2016

Rating: 0

Idea: add the option not to warn when one has 1 seller by zero (or negative) production. I (for one) am using them as a safety-valve while working deeper down the chain.

Developer response from RevelBase

I'm sorry, but I don't understand what you mean.

Crafting Idle Clicker

Play Crafting Idle Clicker

Oct. 19, 2016

Rating: 3

doesn't run anymore

Developer response from RevelBase

Please see my answer to your bug report.

Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2025 Kongregate