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They Took Our Candy

Play They Took Our Candy

Nov. 02, 2012

Rating: 13

The rank bonus caps out at +90. I think I got the Survival badge at level 17 when I only had +75 bonus. Just unlock Cat (one of the first low rank new classes you get) and then do Ninja x3 and Cat x1 (x2 also works, it's just a bit more upgrade-dependent). Focus on literally killing everything on the screen (staying as far back/left as possible helps a *lot*). As long as you don't fall behind, the Guns-Aliens will never be a problem, since they'll always die before they get a 2nd (or 1st!) shot off! Goodluck!

bit Dungeon

Play bit Dungeon

Oct. 31, 2012

Rating: 7

Do Procs replace your normal attacks when they happen? Now that they're single-target, if they do, they're literally the third stat in the game (after Crit and Chop) that *reduces* your damage, when it happens. That doesn't make sense. When Procs were a free cast of your magic, you got AoE damage and a stun, which was worth it. Just outright doing less damage than your normal attacks, however, makes no sense (unless the proc adds to your normal damage).As things stand now, you seem to have players avoiding collecting more than half the stats in your game (Crit, Crit Damage, Run Speed, Chop, Proc...). Clarification please?

Developer response from KintoGames

Ok, Added normal damage to proc and chop.

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 1

Using the Soul probably shouldn't skip you over the level you're on. If I use it at the start of a level, after I kill the Soul Collector I continue at the start of the next level. This means that it's *ALWAYS* best to use the Soul *after* a level is cleared (but before you fight that level's last boss)... that way you don't miss out on stat upgrades. Ideally, after you kill the Soul Collector, the game should probably just put you right back where you were, when you first used the Soul.

Developer response from KintoGames

Your right its a bug.

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 2

The Run Speed bonus *needs* to be boosted or otherwise better-incorporated with other stats. It seems like it's *much* too overvalued. +12'ish Run Speed isn't worth trading off more than 80 armor along with 30+ extra damage (or other great stats). Similarly, I'd argue there's *much* too much "Crit" stuff in the game, with how absolutely-atrocious it is. Saying that it's good for that "Dagger Build" you played with is silly... if you want it to be a "Dagger thing" then just put it on Daggers... don't stick it on 90% of the items in the game when 99% of the possible viable builds don't want it, because it's terrible.

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 0

Bug? Killed Soul Collector on lvl21... he dropped lvl1 boots. That can't be right, can it? Kind of a complete waste...

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 2

Also... if you could make it so that the difference in stat amounts is also shown that would be a *HUGE* help. For example, if you're wearing a +5 Crit Helmet and a +7 Crit Helmet drops, you'd see "+7 Crit (+2)" in Green for the new Helmet's item text, when you hover over it, while it's on the ground. If the new Helm also had +5 Cleave while the current equipped one had +3 Proc, you'd also see "+5 Cleave (+5) in Green and -5 Proc (-5) in Red" when hovering over that new helmet. Again, it's just a way to make it easier for the player to figure out what the differences are in items.

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 2

Kinto, thanks for the ongoing support! You said: "Green text will not ever be in" but I'm not sure you understood what Cheezy was saying. The idea is to make it easier for players to see the differences between two items. You wouldn't be "making the choice for people" you would just be making it easier for players to figure out what the differences are! *To be clear:* the point wasn't to suggest something like "make the text green if the item is a definite upgrade so that the player only looks for green." The point is to make each *stat* (on an item) colored either red or green, depending on whether it's higher or lower than what's equipped. A new item (on the ground) could then have *both* green *and* red text which gives the player a *clearer indication* of what the difference is between it and what you have equipped. Does that make sense?

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 1

Bug: The Cyan/Spirit World weapon "Haunting Axe of Reaping" (lvl9) actually looks like a sword (or maybe a blade?).

Developer response from KintoGames

Yeah for now there is only a ghost blade.

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 7

There *needs* to be a better system for "choosing your upgrade." I've restarted a level (i.e. refreshed my browser) half a dozen times now because I accidentally clicked an upgrade in the heat of battle, because they pop onto the screen--right on top of you--so quickly. Why not just put the upgrade options in the top bar or something similar? I'd put this right up there with the "accidentally clicking treasure chests during battle" problem that was already fixed. The upgrades shouldn't literally pop on top of you, with no warning, literally immediately after a battle (while you're still clicking around).

Developer response from KintoGames

I will look into this, thanks!

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 0

How does "Extra Damage" actually work? When I swap in an item that has +20 Extra Damage (and no other relevant damage stat gains/losses) I'm actually getting +80 to my "normal" Damage. Bug?

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 0

Does Item Rarity (i.e. color) and/or Item Level grant additional (hidden) stats? Something very odd is going on. I'm wearing a Lvl 4 Orange "Black Leaf Ring" (+9 Critical, +12 Extra Damage) and just got a Lvl 6 Purple Heavy King's Ring (+16 Damage, +21 Extra Damage) to drop. The new ring seems *worse*--when equipped--in basically every regard *AND* it screws around with my HP/Armor?! My stats with the lvl4 ring are (429Dam/26Crit/287HP/237Ar) and my stats with the lvl6 one are (418Dam/17Crit/285HP/234Ar). Why does my Damage drop so much?! The new ring has +16 Damage *and* +9 "Extra Damage" over the old ring but my Damage *drops* by 11 with it equipped? What? Is this a bug? Please explain?

bit Dungeon

Play bit Dungeon

Oct. 29, 2012

Rating: 1

Good game with a *ton* of issues, it seems. I can't for the life of me figure out how stats actually work--because if they work like I think they do, I'd argue they're broken. Does Critical Hitting *replace* a normal attack? If so--and you focus on +Attack Damage all game--then your "Crits" do *LESS* damage... which is kind of ridiculous. It's a similar thing with "Chop" (i.e. -25% of target's health) procs... if you have a *lot* of normal attack damage and get a "Chop" it *looks* like that "Chop" replaces your attack... which, in turn, then deals *less* damage than your normal attack would. I also can't figure out the magic system--IT SHOULD BE EXPLAINED SOMEWHERE. If I have Ice and see Fire... I should get Fire... but I end up with "Gem"? What if I just wanted Fire? Can I just not get that? Mouse over info for Magic (or a help file!) would *really* help!

They Took Our Candy

Play They Took Our Candy

Oct. 28, 2012

Rating: -1

Overall a good game with great potential. MAJOR flaws include the game starting out *MUCH* too slowly (i.e. it's boring until levels 4-5), the "Player Rank" bonus being absurdly good... to the point where you basically need to *lose* a few times before your bonus is good enough to actually win, CLASSES NOT BEING EVEN REMOTELY BALANCED (i.e. WHY DO ONLY NINJAS HAVE A DIAGONAL/SPREAD ATTACK?!) and candy becoming *useless* when you run out of things to upgrade (add consumables or other things to buy! maybe an "extra life" for survival?). Also, how to unlock new classes (and how many/what they are!) should be *clearly explained*... I *still* don't know if I've unlocked everything (or how I've unlocked anything!) and I've finished all the badges! 3 out of 5... would be an easy 4 (maybe 5) if this stuff was addressed!

Infectonator 2

Play Infectonator 2

Sep. 30, 2012

Rating: 3

Overall a solid sequel but it's VERY tedious having to keep going into Lab to switch your Zombie/Support hot bars, to get the thing you need for each country's achievement(s)!

Seedling

Play Seedling

Jul. 20, 2012

Rating: 4

There's no good reason--whatsoever--why this otherwise fantastic game shouldn't have *some* sort of map feature. It *really* kills the experience when you spend half the time wandering around in circles lost instead of enjoying the game. It's a silly reason to lose a stars and have people jumping straight to the walkthrough, after becoming frustrated with not knowing where to go, over something so trivial. 4/5.

Developer response from TimeBlog

Well, the thing is... A map wouldn't work. The levels actually don't fit together. They'd overlap and have huge gaps between them, because they're not spacially correct. I realized this when I went in to put a map together, and so I couldn't do it :(

Hands of War Tower Defense

Play Hands of War Tower Defense

Jan. 30, 2012

Rating: 2

Meant to say despite being *6* stars (i.e. 2 missing levels) short, in my previous comment!

Hands of War Tower Defense

Play Hands of War Tower Defense

Jan. 30, 2012

Rating: 5

For those asking, the Hard Badge (Grand Champion's Challenge) will eventually complete, despite being 3 stars (from 2 missing and/or premium levels?) short. I don't think I did anything special to finally receive credit; I just kept playing the game and it eventually updated.

Zomgies 2

Play Zomgies 2

May. 29, 2011

Rating: 7

Good idea executed miserably poorly. Creators BLATANTLY disregarded trying to achieve any semblance of BALANCE. Level 3 is BLATANTLY the most difficult level in the game. The weapons aren't even remotely tuned. Antidotes often spawn in "impossible" places. Movement is clunky. Enemies having an "AoE Aura" is dumb, nonsensical and frustrating. ETC. Could be a 5/5 but is 3/5 at *best.*

Farm of Souls

Play Farm of Souls

Feb. 09, 2011

Rating: 0

Definitely can't get any Level 3 buildings to spawn. Also, as was already mentioned, the annoying "buildings cover nearly the entire screen" issue is back. Keep up the good work!

Liquid Measure 2

Play Liquid Measure 2

Nov. 19, 2010

Rating: -6

The "overflows"--which should just be called "pumps," if you insist on letting water defy gravity--are *way* overused. This wouldn't be much of an issue if the levels were better designed but, as it is, there are a *lot* of cases where having so many overflows makes levels trivial (especially when there are more efficient solutions that the designers didn't consider). It's great to add new mechanics to the game but don't overdo it! Overall, a good improvement over LM1. 4 stars. Here's hoping LM3's a 5!

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