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Storm the House 3

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Jan. 29, 2009

Rating: 0

@Zacharias777: I am writing a day-by-day guide based on one in the forum on the developer's website. Day 9 is jeeps; you need a weapon that can kill them fast e.g. shotgun, or machine gun if much money. Should have two towers e.g. Flamer Joes, or Tesla Tower if low money.

doggnation

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Jan. 29, 2009

Rating: 2

The game should state it has 50 levels - it seemed endless. Was afraid to close the browser; the game only mentions the autosave/continue after clicking "Quit Game". Definitions would help - after a break, I had forgotten what happens with the big bone, little bone, and mug.

Storm the House 3

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Jan. 29, 2009

Rating: 0

@MJL94: Why not use the shotgun in Zombocalypse? I won after realizing the shotgun reloads faster when not interrupted. From 1:53 to 2:07 = Badge!

Storm the House 3

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Jan. 29, 2009

Rating: 0

@kgeeee2: 60 seconds = 1 minute. 1:44 = 1 minute + 44 seconds = 104 seconds. Kongregate assumes players understand the time system. (FYI: 60 minutes = 1 hour, and 24 hours = 1 day.)

Storm the House 3

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Jan. 29, 2009

Rating: 0

Sparta: 3 Quake Boxes, 64 Gunmen. Just watch.

Nano War

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Jan. 28, 2009

Rating: 0

Difficult when selecting individual planets. Easy when selecting all planets. Drag a box around the entire field. Click a planet. Conquer a few neutral planets. Then conquer the weakest enemy planet. Repeat until complete. Just keep sending ships until your computer slows down, then wait for some to land.

The Necronomicon

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Jan. 28, 2009

Rating: 0

Winning is almost completely based on luck. The developer has not won the impossible badge (hopefully programming instead of playing.) Some challenges took several tries. Got lucky first try of C15: Second card sent opponent crazy with megalomania, forced discard twice while taint increased, then 20 damage to crazy won. Completed game, no replayability - no deck builder or random opponents.

Pyro

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Jan. 27, 2009

Rating: 0

@LtBlaze: Level 33 is one of the three two-shot Aces. Must get the blue power-up and the left torch on the first shot.

Mytheria

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Jan. 26, 2009

Rating: 0

I sent a memo to Andrew (primary contact for the developers) stating I have code to implement random opponents. The game could have random opponents, the ability to replay the last random opponent, and the ability to generate random decks in the Deck Builder. Should require less than two hours. Allowing players to configure the parameters of random deck generation likely requires another day. Does anybody else want random opponents?

Mytheria

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Jan. 22, 2009

Rating: 0

Great concept; not much game and too easy. Slow until Options\Turn Delay from Default to Fast. Needs random opponents with smarter AI. Could have killed me for 3 turns - did not attack. I want to play more - replaying these easy levels would not be fun. Bug: Does not always highlight attacker; need to read message which disappears fast even on default speed.

Protector: Reclaiming the Throne

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Jan. 21, 2009

Rating: 0

New Throne: Energy Wizards. Consecrated Fire Dexers. Poison Wizards start at Level 16, have unupgraded experienced Wizards ready. Alternate: Fill bottom with Fire Wizards, then fill top with no Fire for Levels 23 and 25.

Protector: Reclaiming the Throne

Play Protector: Reclaiming the Throne

Jan. 21, 2009

Rating: 0

Captured Shipyard: Consecrated Physical and Energy Dexers; watch coming levels so no unConsecrated Ds for Absorbs. Pave between the inner circle and the exit route. Fire Wizards in center for Debuff/Slow and Level 18.

Scriball

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Jan. 21, 2009

Rating: 0

The game is rather forgiving. Targets are hit when missed by 2 ball diameters. Mines blow only with contact. Blinking mines must be fully visible to blow. Buttons for options could be on-screen, but might be accidentally clicked during play. I am happy a developer used the right-click menu and for a good reason.

Scriball

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Jan. 21, 2009

Rating: 0

44x4 = 176 levels. The Hard badge does not need to be completed in a day; only the Challenge is time limited. I have been working on 50 levels of Monsters' Den for months. Do the Challenge, then Favorite this game for a few levels a day. Other games have badges; do not play this when not fun.

Pathmaster

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Jan. 19, 2009

Rating: 0

"Try Again" unmutes sound! Horizontal moves jump half-inch make diagonals difficult. Erratic speed makes timing difficult. Screen walls cause death; much care needed when pulling back or pushing forward. Limited deaths before restart so frequently repeat early levels. Assume no deaths grants best time with little variation. Better scoring would be number of deaths. I like this genre; this is terrible.

Protector: Reclaiming the Throne

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Jan. 19, 2009

Rating: 0

Acheron Wastes: No Flying, so no Wizards; just Cold and Poison Dexers. Start middle top with Cold, then add Poison between entrance and Cold Ds so the Poison Ds level up. When the money piles up, add more Dexers until every spot is used. Skills: Max out Cold and Poison Warriors without Armor/Absorption path, extra into cheaper units and less enemy hps. Only Level 13 has Armor; a few Tacticians should be enough.

Hands of War

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Jan. 18, 2009

Rating: 0

To ally the Merchants, use the Mercenary camp west of the SW city. 6 Mercs x 3 Merchant faction points per 30 seconds respawn = 36 Mfp/min.

Hands of War

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Jan. 18, 2009

Rating: 0

@feeltheburn2010: Need allies to receive the final quests. At least ally Alliance (or Shadow) for the city quest to raid the last cave. Final Magician quest grants ultimate wand. And for the No Heartstone Unturned Badge

Hands of War

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Jan. 18, 2009

Rating: 0

@RickyWB: The Fallen Soldiers are behind the bridge guarded by Shadow Wards. Several late quests require crossing that bridge. Crossing back is more difficult; easier to die and return to SE castle.

Sonny

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Jan. 17, 2009

Rating: 0

Should anything new appear after the Shadow Boss is defeated? Won twice, nothing new.

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