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Yobgod's Comments

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Immortal Souls: Dark Crusade

Play Immortal Souls: Dark Crusade

Mar. 24, 2012

Rating: 9

Also also, WTF is the "chain level" meter for? Never explained and totally non-obvious.

Immortal Souls: Dark Crusade

Play Immortal Souls: Dark Crusade

Mar. 24, 2012

Rating: 2

Also, don't offer us equipment we can't use. Just don't.

Immortal Souls: Dark Crusade

Play Immortal Souls: Dark Crusade

Mar. 24, 2012

Rating: 7

It's well drawn, but has a LOT of issues. Some suggestions: * Equipment should buff one thing, with a minor buff to at most one other. Comparing loot right now just hurts. * The power tile should act as a bridge between different tiles instead of forcing you to start on it. That would be more intuitive. * Some explanation of tech points would be nice. I'm looking at this power with a number and have no clue what it means... is it cooldown? cost? For quite a while I thought the tech points in battle were being earned towards upgrades. * Combos don't really seem to add much other than speeding things up. That makes them feel disappointing, especially when a 9-hit bounces because it's the wrong color (there were no right colored tiles). Consider seperating color from attack type, so you could make a chain of, for example, blue melee-red melee-blue melee.

Zombies, Inc.

Play Zombies, Inc.

Feb. 29, 2012

Rating: 0

horde != hoard Just saying...

Chuck the Sheep

Play Chuck the Sheep

Feb. 13, 2012

Rating: -3

I'm actually not enjoying this. Game design rationale: * Poor collision detection - sometimes I visually fly through things without damage and other times I barely clip them and get dinged. * Too many collectables/components. Seriously. * Nonsensical component alchemy. Ok..2 gravel make water, but wood and gravel make wood, and 2 wood make gravel? Not only is it unintuitive to the extreme, but it actually devalues the collecting aspect of the game, because you're never really sure what you *really* have available. * Challenges appear random. I got difficult (unobtainable without serious upgrades) challenges early, and then trivially easy ones later on. Why when I'm regularly making it to the last area would I get a challenge to "get to Snowball Flats"... the seeming randomness doesn't make for compelling play. * Wheel of random - I have a fairly up to date system, but the lag in the code still makes the wheel feel for like a crap shoot and less like a skill test.

Color Pic-a-Pix Light Vol 1

Play Color Pic-a-Pix Light Vol 1

Feb. 01, 2012

Rating: 0

Good mechanics, but compared to similar games the pixel art doesn't stand up.

Zombie Minesweeper

Play Zombie Minesweeper

Dec. 22, 2011

Rating: -2

Stupid Unity! I haaate youuuuuuuuuuuu!!!!!!!!!!!!!!!!!!! Some of us don't use Microsoft Operating Systems, Jerks!

Raze 2

Play Raze 2

Dec. 11, 2011

Rating: -13

This game is poorly designed and poorly executed. I am sad they gave it badges because it physically and mentally hurts me to try to play it. Boo! Booooooo!

LethalRPGDestiny 2: Conquest

Play LethalRPGDestiny 2: Conquest

Nov. 21, 2011

Rating: -7

Bad User Interface... NO TWINKIE. I've tried playing but can't even find where I'm supposed to start out at. The only available space I've found is the tournament lady who kicks my level 1 ass without smearing her eyeliner.

LethalRPGDestiny 2: Conquest

Play LethalRPGDestiny 2: Conquest

Nov. 20, 2011

Rating: 0

Sorry, but I have no clue what to click on to proceed. UI Fail.

Story Hero

Play Story Hero

Oct. 03, 2011

Rating: -4

For such a simple game the keyboard response is horrendous. Nice ideas but the terrible terrible UI (and the lack of feedback when reset) doom it to online gaming purgatory.

1916 - Der Unbekannte Krieg

Play 1916 - Der Unbekannte Krieg

Apr. 02, 2011

Rating: -12

No Linux support? Lame.

Dream World

Play Dream World

Feb. 09, 2010

Rating: 0

Addendum to my earlier post, my mastermind strategy was non-optimal. That said, the quest rewards still suck and the graphics and gameplay are still terrible.

Dream World

Play Dream World

Feb. 09, 2010

Rating: 0

Painful graphics, painful gameplay. The side quest bonus items have -always- been worse than what I'm already using. The minesweeper-ish puzzle is solvable, but the Mastermind-ish puzzle always comes down to a random guess. Unfortunately, my OCD says I have to keep clicking until I win and can leave forever.

Dream World

Play Dream World

Jan. 28, 2010

Rating: -1

Sounds nice, but the game won't start. Nothing but a dead splash screen...

Canabalt

Play Canabalt

Sep. 05, 2009

Rating: 0

The only thing this game really needs is good response time. Nice gfx, nice music, nice style, but the fact that it misses key presses regularly makes it a no-go. 2/5.

MoneySeize

Play MoneySeize

Jul. 21, 2009

Rating: 0

I'm trying, but I just don't get it... level one and my head explodes whenever I try to exit the level.

Dynamic Systems

Play Dynamic Systems

Jul. 04, 2009

Rating: 0

It was fun, and I only got stuck once or twice, but I can't make head nor tail of the scoring... there doesn't seem to be any obvious correlation between time spent, pieces used, or any other obvious metric. I'd give better than a 3, but the dragging and rotating controls were difficult to deal with and poorly implemented, especially rotation.

Closure

Play Closure

May. 28, 2009

Rating: 0

Puzzles: Good! Innovative! Story: Good! Interesting! Graphics: Unpleasantly rough. Controls: Unfortunately suck. Movement sticks off or on too often for a platformer where timing can mean death.

Dinowaurs

Play Dinowaurs

Feb. 27, 2009

Rating: 0

I have nothing to say about this game's play, because all I get it a "connecting..." screen that never connects.

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