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Flooded Village Xmas Eve

Play Flooded Village Xmas Eve

Dec. 19, 2012

Rating: 7

I found it rather fun actually...at least when I ignored the fact that I was being timed. I think the coding must be a mess though, because fps is horrible, even on low quality, and it only gets progressively worse, making speediness difficult. Adding to the frustration the instruction windows pop up every time you start a level with one, and the timer doesn't stop. Therefore, not only are you forced to repeatedly click past them, but you're losing time too. Then time keeps ticking while the level loads and you can't do anything. Aside from working on the framerate thing, I'd recommend that perhaps the timer shouldn't start as soon as you re/started a level, but rather that the level loaded then you're told to click to begin. Also, while that screen is up you could pop up the tutorials, preferably only once. Again, aside from the timing/performance annoyances this was fun, it's just that those things really hurt the game and makes it seem shoddy overall.

Shop Empire 2

Play Shop Empire 2

Dec. 17, 2012

Rating: 1

Oh, and if the game is this slow now, I'd hate to have seen it before the dev "make it faster". I basically have to set it on 3x and go about my business doing other stuff, because most of what I'm doing right now involves sitting here and staring at the screen while I wait for my cash transfer to be available so I can make, ya know, one or two upgrades if I'm lucky, and/or for my mall to make some money. Cash transfers need to be far, far larger and they need to be available more often; atm there's no reason whatsoever to work on your old malls, because they won't actually help any of your new ones. I mean, even if it was 50k for every mall, at least that would be a little more helpful, but right now the transfer amount is a god damn pittance.

Shop Empire 2

Play Shop Empire 2

Dec. 17, 2012

Rating: 0

There's clearly a shooter at the mall in the title screen, or at least I hope that's what's going on, because that's really the best case scenario when that many people are running away that quickly in the same direction...wait, hold on, they aren't running away; if you look closely it looks like they're actually riding unicycles...aha, I see! The mall is hosting a unicycle race on the lower floor! False alarm everyone, it's just a friendly unicycle race. My apologies.

Turbo Golf

Play Turbo Golf

Dec. 16, 2012

Rating: 1

Gah, my progress is gone *again*. This is the 2nd time I've had full upgrades and it's been wiped, and I've never, ever even had a blue screen. Don't you think it would be better to let the few people experiencing the problem try to deal with it themselves as opposed to wiping out everyone else's saves? Someone is getting screwed either way, but if there's no guarantee the updates will even fix the problem, why would you put them out when what *is* guaranteed is that you're going to keep erasing people's progress? Actually, speaking of which, I think now would be a good time to mention how very monotonous it is trying to earn the money to get upgrades when you have 2 courses to work with. That means you're basically playing courses over...and over...and over...and over...only getting upgrades every once in a while, and you don't much more money as time goes by.

Hexagon

Play Hexagon

Dec. 16, 2012

Rating: -2

Yes, got you you stupid hard badge. Seriously though, idk, the depth perception is just so strange and everything is really very chaotic and difficult to make out especially since the shapes distort so much when they drop down. It would also be nice if our marker better reflected our actual hitbox. Oh, and the "new record" thing that pops up is pretty distracting; all I see is a flashing message, I look up, and by the time I realize "Oh, it's just the dumb 'new record' message." I'm often disoriented and thrown off enough that I'm unable to recover.

Liquid Measure 3

Play Liquid Measure 3

Dec. 16, 2012

Rating: 1

Man, I blew through this. I'm normally not all that exceptional at games like this, so I'm assuming that means that this installment was simply easier than usual, which I'd say is probably because most of the levels were a lot like assembling ikea furniture without instructions; sure, some pieces are ambiguous and could go in a number of different places, but in general it's usually fairly obvious where pieces are supposed to go if you have even a vague idea on the shape of what you're making. Thankfully you don't have to take it apart if you missed a piece in this instance. Anyways, hopefully there will be a level pack, what with all these new elements. Oh, and I almost forgot; it would probably be good to *not* have the reset hanging over the playing screen. You don't even have to move your mouse off to hit it, so it's pretty easy to accidentally do so if you aren't careful.

Totem Jump

Play Totem Jump

Dec. 16, 2012

Rating: 0

Pretty quick and easy overall. I'm more interested in the sponsor name here...amanit-land? Like amanita mushrooms? Because judging by the earthy, overall spiritual theme of the game, and of course the vials that make you hallucinate, I feel like that would be appropriate...

SkullFace

Play SkullFace

Dec. 15, 2012

Rating: 2

That was actually really awesome. It was the perfect level of difficulty, and I liked the storyline/characters. Well done good sir, well done.

Rocket Santa 2

Play Rocket Santa 2

Dec. 14, 2012

Rating: 1

Winners don't do drugs? Maybe someone should introduce santa to professional baseball...

Deep Sea Hunter

Play Deep Sea Hunter

Dec. 14, 2012

Rating: -1

Ok, ya gotta make the bosses more obvious. I've now defeated the second as well as the last boss, but I can't even find the 1st and 3rd. I literally searched for the first one and couldn't find it. They should be more or less impossible to miss, like the second one was. Hell, even the last one I almost went right by. Doesn't that kind of defeat the entire purpose of having bosses when you have to actively search for them in order to face them rather than having them in your way? Oh, and on that note, they shouldn't reappear after you beat them. You should just have to beat them once then they should be gone, at least imo.

Ubooly & Friends

Play Ubooly & Friends

Dec. 12, 2012

Rating: 1

Mua ha! I did it! Anyways, good game. I'll admit that I had to turn off the sound though; the high pitched voice got to me for some reason.

Developer response from BeardshakerGames

Congrats! :D And thanks for playing!

Dungelot

Play Dungelot

Dec. 11, 2012

Rating: -2

Oh hey, and I'd just like to note; upon dying on level 8 after trying to take down slimes with 15 health and 2 attack, guess how much attack I had? Still 2. I found 1 attack increase over the course of 8 levels. This game is not presently playable in my opinion; it's not fun feeling impotent and watching your health getting hacked away by what should be silly, weak little mobs, and it's not fun having to spend all your money in the shop for a palry amount of attack. I haven't even gotten to play the unlockable char because there's no way in hell I'm investing the time it would take to get the truly insane amount of health that would be required to reach level 15 right now. Oh, and I ran into 17 traps over 8 levels. That's annoying as hell. I think I said most of this yesterday, but I'm reiterating because this game could be immense fun if it wasn't so damn poorly planned.

Dungelot

Play Dungelot

Dec. 11, 2012

Rating: -1

What we need way more than an artifact shop would be something to address the fact that I'm on floor 4 trying to take out goblins that have 9 health and 2 attack while I have 2 attack, meaning I'm taking between 10 and 20 damage by the time I kill 1, ONE, enemy. The basic underlying gameplay really needs to be fixed before tacking extra crap on there.

Dungelot

Play Dungelot

Dec. 10, 2012

Rating: 4

Ok, first off, If our attack leveled with our health, beating monsters with almost 40 health, like they often have on floor 11+, would be more reasonable. It doesn't though. I still start out at 1 attack with my paladin, and I very rarely find increases. Even at the shop just 5 attack, not much at all, costs 450 gold. We should be getting +1 starting attack per 10 rubies or w/e, cause how it is atm IS NOT working. Also, stuff like greedy door costs build rapidly despite our income not doing so. That actually seems like the primary issue here; we're treated like we should be getting way more out of each floor than we do. We aren't getting tons of attack increases or money; we're fighting a few enemies, getting a couple coins/hearts, a ruby or + attack if we're lucky (I prob get as many rubies as I do + attacks), then moving on. Lastly, fewer traps; they're unavoidable and serve little purpose other than pissing people off.

Amigo Pancho 3: Sheriff Sancho

Play Amigo Pancho 3: Sheriff Sancho

Dec. 10, 2012

Rating: 3

Hey, I got all achievements! I'm so cool! Anyways, I actually enjoyed this game more than the others I think. Did someone different participate in the making of this game? Or did the developer's artistic/programming ability just improve drastically? Either way, this looks better, seems more polished, and appears to be generally better done than the previous ones. I suppose that my only complaint is that it could have been just a smidge longer perhaps, like maybe 10 levels more (which is a good sign; it means I enjoyed it enough to want more), but that's pretty much the only constructive criticism I can think of at the moment. Oh, and it might be nice if you could tell us that the sides of ledges have electrical charges *before* we're already being fried by one, but I didn't even run into that problem until level 25.

Quantum Patrol

Play Quantum Patrol

Dec. 10, 2012

Rating: 0

Alright, one last thing; as to the gameplay itself, it was fairly good but there simply wasn't enough combat, and the combat that there was was easily dealt with by the default weapon. Even the final boss guy could have easily been taken down by the primary weapon, even though I used the shotgun just for kicks since I'd never actually felt the need to use it before. The only time I ever died was running after that extremely quickly vanishing money That whole lack of more combat and longer levels disappointed me pretty badly honestly, as combat in general was pretty darn fun. I was thrilled to figure out what quantum kills were; grabbing loose enemies and slamming them into walls and stuff was sweet. Truly though the game was about 1/3 as long as I'd have liked to see it. Sure, there were a lot of issues scattered around, but the point of the game, the combat and slight amount of puzzle, was well done. Again, I just wish it was longer and more challenging.

Developer response from mlarry

Thanks for you review!

Quantum Patrol

Play Quantum Patrol

Dec. 10, 2012

Rating: 1

Hey, time for a whole new batch of issues! Where to start...ok, money disappears unbelievably fast. It lasts for around 5 seconds. What the hell would make the dev think that would be sufficient? Even with one enemy it's sometimes tough to get it, and with multiple enemies I end up recklessly running in and getting shot. Speaking of drops, shield/booster refills are 99.9% worthless as both meters fill up in mere moments already. Then there are the achievements: First off, there are a number of missions where you're supposed to destroy X # of mines, except apparently the dev forgot that lots of other things can destroy mines, and if any happen to the achievement becomes impossible on that run. Then, of course, there's the issue of completely unexplained goals. What the hell is a "box kill" or a "quantum kill"? I have guesses, but explanation is still necessary. That's it...for now at least...

Quantum Patrol

Play Quantum Patrol

Dec. 10, 2012

Rating: 0

Uh...does the shield, like, actually do anything? Because I see no difference in the damage I take with or without it, and if there is any it's certainly not great enough to warrant worrying about when the shield lasts for, like a second. As a matter of fact, if anything it almost seems like I take *more* damage while using my shield. What the heck is the purpose of it? Oh, and reload on the default weapon is buggy. When you manually reload, rather than putting your ammo back up to 12, it simply adds 12 on to whatever ammo you presently have in the clip. So if I shot once so that I had 11 ammo, then hit reload, I'd then end up with 23 ammo in the new clip.

Ultimate Waterfalls

Play Ultimate Waterfalls

Dec. 10, 2012

Rating: 0

Man, I was like "Well this is so easy, I'm blowing through these levels"...and then I hit level 43 and was suddenly was more like "How the hell is this level supposed to be possible? It just doesn't work!". I'll admit, I ended up having to use the walkthrough, and after seeing the solution I don't feel so bad about it. It's not that the solution is insane or anything, it's just that it requires an entirely different line of thinking from every other level in the game and a lot more precision than most levels Anyways, I liked it, I just wish it would have gotten interesting earlier, as I had the most fun with levels 43 and beyond as they actually required a moderate level of reasoning.

Flying Cookie Quest

Play Flying Cookie Quest

Dec. 08, 2012

Rating: 8

Oh, and it hurts me that a project involving longanimals would take this much from another game. To be honest I do like the feel of this game a tad more than Burrito Bison for some reason, but seeing as burrito bison also had to take all that time to deal with, ya know, coming up with the rest of the game, I feel that that doesn't count for much.

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