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Game comments and reviews
May. 08, 2019
Neat concept. Someone spoil the ending for me? Normally I would try to beat it without dying, but given that the dev specifically put not to worry about grinding, I ended up using deaths to teleport around sometimes. What a rude ending :P
May. 07, 2019
These are the helpfulest hints ever!
May. 04, 2019
Decent enough game for a new developer. Definitely keep up the good work! A couple refinements: Your color palettes for each area, while thematic, make it very difficult to tell what matches with what sometimes, especially when you've designed it so that speed is of the essence. Traditional updates for match 3 games include bonuses for 4/5/T-shape, etc., so that's something to consider. I think I get what you're trying to do with the shops, but personally at least I don't like it. Neat idea, but it needs some serious refinement so that it doesn't feel quite so jarring.
Developer Reply
Thanks, I've made a few changes in the latest version to address some of this. There is a bonus for matching more than 3 but there's already a lot going on so I wasn't sure how best to communicate it.
Apr. 14, 2019
One minor stylistic quibble: During the "boss" room, all of the traps you are dealing with can be avoiding with a back and forth motion appropriate to the serpent motif found throughout the temple. Except one. The one where the blocks come at your from the sides can be avoided just by jumping straight up which doesn't match the rest of the temple's art at all.
Excellent game! Well implemented puzzle platformer with tight controls, logic progression of puzzle elements, and enough variety to keep things interesting. Well designed and playtested; these kinds of games are few and far between on Kong these days, unfortunately :(
Mar. 30, 2019
Your option to not show completed quests is great, but I want to be able to see what the reward is for the quest I just completed without having to turn all the quests back on and then go find it. Maybe make it so that recently completed quests are visible, or let us toggle quests on/off
Mar. 19, 2019
Puzzles are not that interesting, and the inclusion of a timer seems... odd... for this style of game. Seems to be well implemented, though, and it's always good to see devs stretching themselves into new languages. I didn't even know HTML5 games would work on kong; I'm going to have to start seeing if I can use other languages than the flash/unity I thought were all that was allowed.
Jan. 16, 2019
Excellent patch so far. I am only a little in, but the lower TP cost on AoE spells makes it feel like a much more viable strategy. I'm not sure if MP costs should be raised to compensate or if the CD is already enough balance, but the TP abilities feel in a nicer space. Usable early in battle when you need them, but you have to balance against ultimate skills.
Good to hear!
Jan. 13, 2019
Nevermind on that question: found them.
Now those are the "mini" Ults that cost 50tp,. The huge ones will cost 100tp.
Lowering (or even removing) the tp cost for those AoE spells would be great. I haven't tried the ultimate moves yet, but that sounds like exactly the kind of thing a TP bar should be used for. Where can we find them?
Update on Control Breathing: It says it's usable outside of battle, but it gets an error sound if you try.
Wait... Control breathing can be used outside of battle... that might help. I will experiment and report
I agree on the TP concern for AoE spells. The main thing I need AoE against are the bats, but there's a reasonable chance your mages don't get two turns against the bats. Spending a turn controlling breathing is a steep cost to pay for an RPG staple, especially when they're balanced by cooldowns anyway. I'd happily pay double mana costs to get rid of the TP requirements; that might help make magic builds more feasible
I most likely will be doing a lowering of all the to moves, just so that it's not as costly as it is now. Also did you grab any of the ultimate moves yet? They're 50tp but they rock.
Jan. 10, 2019
Also worth checking to see if it's a bug: Are the nightwing bats supposed to get the double attack on basic attacks? The assassins in the tower used to do that and it was determined to be a bug, so I thought I'd double check
Man, what's up with the dark lich? Sometimes it doesn't attack for 3-5 turns in a row, sometimes it gets double AoE spells. Is this a bug or on purpose?
Jan. 05, 2019
@giantommy: I don't think there's a recipe for magic metal. You can get it as a rare drop from Mithril golems and a couple of other mobs, though.
Jan. 01, 2019
@wyvern: Thanks for the tips, but slaackin had it right. I was asking about the hero guild level, not the infinity tower. Getting to 20 before expert mode came out just wasn't worth the grind for me.
Dude, he's trying to get it out by the end of the day. He never said any specific time, and he doesn't owe you anything. Releasing a game is a lot of work, and he's done a ton in a short amount of time. Be grateful and don't get butthurt just because he missed your imagined deadline.
@slaaackin: How are you guys getting past 17? The NPCs all say that more content is coming later and I'm only at 17. Is there another quest giver somewhere?
@xshadow: I see that one guy in the high scores table with 20, but he could be cheating. I haven't been able to figure out how to get past 17, myself. There should be a bunch coming in the next patch, hopefully today.
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