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SkyCharger001's Comments

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Try-X Pinball

Play Try-X Pinball

Nov. 24, 2011

Rating: 0

level 4 is a FAIL due to impossible timing.

Developer response from pk55

You'll need all three lives in level 4 and you have to destroy the hands first before the force field. Once you destroy the hands, the force field takes greater damage. Thanks for commenting.

test drive

Play test drive

Nov. 24, 2011

Rating: 0

when hitting a wall the car is pushed in the direction of where it's hit, not from (as it should be)

Scrapped

Play Scrapped

Nov. 23, 2011

Rating: 2

Could you please add something to indicate version, it would make it easier to see when you've added content. (comment posts are unreliable, they could quickly end up outside the directly noticeable area, or they could end up as best comment when they are already outdated)

explorer

Play explorer

Nov. 23, 2011

Rating: 5

it uses compass movement, but without a compass for reference it can easily get you lost. controls = FAIL.

Evil Lama^ Escape the Death Carnaval

Play Evil Lama^ Escape the Death Carnaval

Nov. 21, 2011

Rating: 1

too small a jump. impossible to clear objects.

MultiplayerGames

Play MultiplayerGames

Nov. 21, 2011

Rating: 1

this is a violation of the No-commercial-use clause of the TOS

Demo Project

Play Demo Project

Nov. 21, 2011

Rating: 0

there's a small stutter in the walk and bloodsign loops.

first game cut me some slack

Play first game cut me some slack

Nov. 20, 2011

Rating: -2

could you please use a normal sized screen? I can't play with icon-sized screens.

S.W.A.T.

Play S.W.A.T.

Nov. 18, 2011

Rating: 0

What's the goal?

Iron Ball Cannon - v-0.1

Play Iron Ball Cannon - v-0.1

Nov. 18, 2011

Rating: 2

could you do a proper mouse-lock? at restart the mouse is outside the playfield when the barrel is pointed in the right direction, preventing a proper firing of it.

A Day in the Mountains

Play A Day in the Mountains

Nov. 17, 2011

Rating: 0

one question... what's with the 'sculpture' in the small bay?

Iron Ball Cannon - v-0.1

Play Iron Ball Cannon - v-0.1

Nov. 16, 2011

Rating: 5

please add an angle indicator, as it is it's very hard to determine the angle of the shot.

Developer response from sa7ina

working on it. edit: angle indicator done!

Obscured

Play Obscured

Nov. 15, 2011

Rating: 10

nothing of interest in this... non-game.

Asteroid Mining Station

Play Asteroid Mining Station

Nov. 10, 2011

Rating: 19

could you please rework the way you expand the cargoholds? it's now -2147483648/-2147483648 (definitely overflow-error) for minerals and 're-engineer cargo bays' doesn't do anything about it.

Asteroid Mining Station

Play Asteroid Mining Station

Nov. 08, 2011

Rating: 12

could you please separate the status display and the playfield? At the moment it's hard to read how much I've got of stuff due to overlapping numbers.

Asteroid Mining Station

Play Asteroid Mining Station

Nov. 08, 2011

Rating: 1

@Rylar, that won't solve the problem Oribus has... He expects it to run without having the page open. Running in the background means to run while the page is open, but not active (that is, not being on the currently viewed tab)

River Bank

Play River Bank

Nov. 08, 2011

Rating: 0

Hope to see the rest of the environment... and good work on the edges (most unity-programmers forget to guard the edges, putting the player in eternal free-fall)

Project Ships: Demo

Play Project Ships: Demo

Nov. 08, 2011

Rating: 1

A. please make sure that targets can be hit. Some get placed WITHIN the mountains. B. a better way to simulate speed is to add echoes of previous frames to the current frame.

Project Ships: Demo

Play Project Ships: Demo

Nov. 07, 2011

Rating: 5

the left and right sides are stretched compared to the center of the screen (more noticeable when turning)

Developer response from Cliffrunners

Yeah I heard that before, I'll fix it, I had that because the unity website said It would give a game more the impression of speed. But now everyone gets seasick :P

Project Ships: Demo

Play Project Ships: Demo

Nov. 07, 2011

Rating: 6

what I'd like to see is pitch/yaw/roll control and craft-type based limits on it.

Developer response from Cliffrunners

I kinda wanted it to stay a two-dimensional gameplay. Making the controls "harder" like that was not where I was aiming for. The original Idea was even a top-down flight-shooter, but if I wanted a lot of speed I had to put the camera very high. So that's why I use a follow cam now, giving you a 3D sense with easy to control 2d gameplay.

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