Fun series. I always thought it'd be less tedious though if you could just click the tools rather than the clunky dragging system. It'd make the game much smoother to play, especially when you have cases where you need to drag to the same tool 6 times in a row vs being able to just click it.
@Fluflam: There's no strategy in luck. I'm sure the game has plenty of "depth" to it, but at the end of the day there's no real strategy since at any second a 30% proc can come along and screw you over. Mix that with a very slow pace, and the fact that I came here looking for a card game, and Kongai is really a disappointment.
Wait... so THIS is the Kongai game that the site keeps hyping up? All that talk about it being the premiere "CCG" on Kongregate, and it's just a souped-up Rock-Paper-Scissors with a slow pace and a lot of lag.
Game is terribly balanced. I had the poor luck to pick Aether as my starting element, so now I have to either start over or struggle to make a new deck and change my element.
Game is very demotivating. Very low gold rewarded for winning, and the lotto is BS. It's like "Hooray, now I get to lose the spin TWICE instead of just once!" It's like an MMO, except that I'm not paying a monthly fee, so why is it taking so long to get anything of worth?
Game has room for some more depth for sure. Upgrading your build speed when you already build a fort really fast feels worthless, and waves never reach a point of feeling like a threat unless you specifically under-upgrade. Also, the so-called "Best" weapon for being the most expensive is terrible. 3 shots with no splash damage, and a very slow reload. It's actually worse when you "upgrade" it.
Get's really easy once you have a plan for how to spend experience. Gets insanely easy soon as you get any 3rd Tier weapon. Still, not a bad game, I give it 4 stars.
The game could be a fun time-killer while listening to music or something (since it doesn't have it's own soundtrack), but the transparent "Give us money to keep playing" gimmick really drags its rating down for me.
The game could be a lot more fun if it wasn't so prohibitively hard, even on the so-called "easy" setting. Gold is too sparse, and there's no apparent way to make much use of AP, making the between-waves section feel like it's more teasing all the things it won't let you do.
To Juggle Complainers: Firstly, it isn't until the HARD levels that you really /need/ to know how to juggle in order to complete them, maybe a couple medium levels. On top of that, you have to understand game balance. In order to keep the game challenging, he's basically forced to make you juggle since the only alternative would be to remove the ability to juggle by not letting you sell towers (which would get even more complaints). And at least this game teaches you how to juggle, unlike some other TD games that have modes which require it without saying anything about the tactic.
@Cryzer - If splitters breaking through your wall is causing you to lose lives, then you need to re-think your build set-up so that they can't easily by-pass your turrets. It isn't really a bug, and it's been in this style of game since the beginning.
The combo system is really fun in this game. There's a certain joy in getting the finesse down and basically just flying all over the level and bashing the enemies, all while your character belts-out a deep chuckle now and then. A sort of sadistic fun. Only gripe would be that Magic should be added into the combo system to let you mix it up a little more.
The game is less hard and more random. When the game decides to give you the gimmick power-ups you need, it's easy. Otherwise you get overwhelmed very quick when you don't get a power-up in the first couple "kills".
An on-screen display of current health would be nice. It'd make it easier to gauge how badly a character got beaten. Makes it easier to know if I need to gain one level or a few before going back.