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Idle Diamond Grinder

Play Idle Diamond Grinder

Feb. 25, 2021

Rating: 0

No tooltips to provide any useful information. Multiple upgrades appear to be bugged. An apparent trophies/achievement window that is empty. Incomplete game is incomplete. Feel free to give it a pass and move on to something else.

Happy Cube Idle

Play Happy Cube Idle

Jul. 15, 2020

Rating: 1

Doesn't seem like there's much of a need to spend a great deal of time on the game. It looks nice enough, and the concept is actually quite good, but it becomes obvious within the first 30 minutes that the game is a cash grab. Clicking becomes obsolete quickly. Wait times and resource costs rise exponentially without a commensurate increase in income, and basic elements like offline progress are Kred-only. Not to mention paid boosters are broken down into individual effects, rather than wholesale multipliers. Not to mention a few "Coming Soon" tags indicate the game isn't finished.

Loot Loop Loot

Play Loot Loop Loot

May. 03, 2020

Rating: 2

Overall, a fantastic game. There's a lot of feedback you've responded to already, so I'll just mention one point I haven't seen. The existence of the inventory slots combined with potions as they currently function doesn't seem to make a whole lot of sense. While there are narrow circumstances where you might want to save potions to push through a zone, the majority of the time it's better to use potions as soon as you get them due to their duration-based effect or just outright lack of use otherwise (for example, endurance potions don't "heal" you, so in a no-heal zone, they're not very useful if you use them *during* the fight as opposed to before entering the zone entirely). Adding/changing potions to have "instant" effects (stun, damage, victory skip, heal, etc.) would better encourage management of those inventory slots awarded. And I'm sure there's more design space to work with going beyond the traditional instant-use potion system that I'm not creative enough to think of.

Developer response from PeachTreeOath

Thanks for the thorough feedback! Yea I did have some other concepts for inventory like what you said. Scrolls that have 1-time use spells/effects so that'd fall under your suggestions there about stun etc. Potion management can be straightforward, but I think there are some optimization strategies with how its designed. The first note is that early levels are faster to clear, so you can hang out in early levels til you have a good set of potions and then resume a hard section. Wis potions I personally only pop if I know I'll hit a new milestone, and I only pop it right before the last hit that counts. Int potions for an endgame speedrun I will only pop if I know I will hit 100% CDR, I also only do it if I can reach the boss before the potion ends. These are small nuances so it's not huge, but I think there are a bit more scenarios out there. With that said, an inventory where you're juggling potion/scroll/??? choices is gonna be really fun and I'd love to expand the idea more!

AdVenture Capitalist

Play AdVenture Capitalist

Apr. 17, 2019

Rating: 0

I actually see ads via videos, banners on websites, and popups/miss-clicks. I don't need to be baited into an ad like this on top of that. 1/5 for lack of my ability to give 0/5. Because, legitimately, 0/5 game. Thanks.

Sacred Treasure

Play Sacred Treasure

Oct. 17, 2016

Rating: 13

Fun game, but the Warrior could do with a redo on some of the mechanics. The counterattack skill should say "on next attack," because it's not instant at all, and consecutive blocks only yield one boosted attack. And blocks themselves are a nuisance due to the attack delay they cause. A high block chance on an enemy with regeneration basically means you need to forfeit, because blocking stops you from attacking.

Idle Sword

Play Idle Sword

Dec. 09, 2015

Rating: 1

Very much so enjoying this game and the Soulbind/Combination systems. Though, I do wish my Archer would get over his apparent compulsive need to open every door in the floor and pull every monster as his first action upon entry.

Idle Sword

Play Idle Sword

Nov. 23, 2015

Rating: 1

Just as a note, it is apparently possible to kill a dungeon boss after the entire team has died which can cause the loss of the soulbound item drop, as it does drop, but cannot be picked up, but nevertheless counts as the ONE drop for that boss for that reset.

Developer response from laFunk

Thanks for the feedback, that's gonna change in the next update

Sky Quest

Play Sky Quest

Oct. 17, 2014

Rating: 1

Nice to look at, and there's a lot of content, but progression isn't the best. Bullet Hell games shouldn't mandate a grind; one should be able to advance by skill, which isn't possible with the ship. Past this, enemy spawns being random make some levels impossible when they should take little effort, and vice versa. Items are also a problem. The shop costs are disproportionate to relative income. The only decent way to keep up with the prices, since the shop refreshes on its own most of time, bumping up item costs, causing you to constantly play catch up, is to invest heavily in the item spawn passive, which is useless if you can't complete the level to get the items that drop. It's not bad game, but some balancing tweaks need to be made--difficulty progression (spikes arbitrarily with no relation to the difficulty number), shop (item prices and the usually non-manual refresh), and random spawns (2x, 3x,4x shots, eye spawn, and a ship blaster all at once in multiples? Come on.)

Viking Valor

Play Viking Valor

Sep. 06, 2014

Rating: 4

No health bars, no manner of reset for assigned skill/upgrade points, prone to lagging, required to pick up money, poor enemy scaling, HP/defense upgrades are pointless due to the star system, and unresponsive when firing in quick succession. There's not a whole lot of positive things to say about this game other than "It has nice visuals," sadly.

Bit Battles

Play Bit Battles

Oct. 22, 2013

Rating: 1

Fantastic game. But the Push stat may need some balancing. Get it high enough and you can stack all the warriors or spearmen up in one spot, use their ability, and then launch everything in their path to their splattery doom with the group then rushing forward to the opposite side and winning the match.

Coaster Racer 3

Play Coaster Racer 3

May. 20, 2013

Rating: 2

Bug: Upon timing out on The Bridge Fruit event, when replaying you fail immediately.

Developer response from LongAnimals

Fixed, version 1.01

Pretentious Game 2

Play Pretentious Game 2

May. 16, 2013

Rating: 7

That car has forevermore instilled a distrust of emotional minimalist games within me.

Turbo Rally

Play Turbo Rally

May. 02, 2013

Rating: 0

Great game, but it's a bit annoying when colliding with other vehicles -- they don't even race against you, they just block the road and cost you several seconds if you hit them from behind.

Super Duck Punch!

Play Super Duck Punch!

Mar. 23, 2013

Rating: 0

Start 10x hydra battle, instantaneous flash player crash. I'm taking that as a hint.

Renegade Racing

Play Renegade Racing

Mar. 10, 2013

Rating: 3

Minor tip for Race #18: Perfect landings are a great way to maintain boost without risking stunts. With a good handle on how to get perfect landings, you can pretty much maintain boost the entire time without having to perform any stunts and risking "death."

Obliterate Everything 2

Play Obliterate Everything 2

Mar. 10, 2013

Rating: -1

Possibly the most interesting game in terms of difficulty. Solid game overall, great system for progression, well thought out upgrades, the necessity of fighting new battles for more credits to get new upgrades (I like that, prevents farming levels to just blast through the harder levels later). But the difficulty...... I've just stopped paying attention to the number since it's rarely representative of the actual difficulty. It's nice to have a challenge, but some of the levels are just flat out ridiculous. "Oh, you started out with 2100 energy? Well I started out with a fully built fleet of capital ships a two dozen long range turrets. Have fun!"

Bubble Tanks Tower Defense 2

Play Bubble Tanks Tower Defense 2

Dec. 15, 2012

Rating: 6

Always a fan of Bubble Tanks games, but this one has, like the last TD, been a disappointment. I played out of courtesy and have found many of the same issues that were present in the predecessor. The concept of the game is marvelous, but the game itself is lacking. The game, as the last did, displays an irritatingly substantial number of minor issues that as a whole make the game... Unbearable. Ranging from things like certain creeps being able to literally go through defenses (no, not Ghosts) to severe imbalances in certain mid-level towers to the game's borderline encouragement of quantity over quality (or upgrades, to be precise), the game as a whole leaves me rather disatisfied when compared to other TD games. Maybe I'm just more critical than most, but I really can't rate this five stars in good conscience. Bubble Tanks should have stayed Bubble Tanks. Not moved to tower defense. Sadly, good concept just isn't enough.

Epic War 4

Play Epic War 4

Dec. 15, 2012

Rating: 1

Great game, though it has a few shortcomings. But then every game does. My only real complaint is the lack of visual changes with upgrades. Would be really nice to see that concept implemented in the next installment.

bit Dungeon

Play bit Dungeon

Oct. 31, 2012

Rating: 0

Bug: When fighting Soul Collector, he moves forward after he.. Sets on fire, for lack of a better term. This pushes your character back. Should your character be pushed all the way back to where the door would be (were you able to exit the boss room the same way you entered through), you will in fact be pushed out of the boss room and end up with a black screen and be forced to refresh. (At least, such is my experience.)

Developer response from KintoGames

Still doing that!? shoot I will look at this tonight.

Enigmata: Stellar War

Play Enigmata: Stellar War

Jun. 16, 2012

Rating: 3

Fantastic game, as always with those in the Enigmata series. 5/5 once again. Though I really do find the tower movement a bit frustrating at times. When nothing is near them, they move fine, but once in close proximity to other towers, movement becomes quite limited. Had to re-assemble -- if you will -- my entire setup of structures just to get one small tower exactly where I wanted it, even though there should have been room to move it there without changing anything else to begin with.

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