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When using the menu sometimes it's hard to aim to the option I want and if I want to cancel sometimes i give the order of create something, otherwise good game.
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The levels here on Kong are relatively easy. Just apply some risk management and strategic placement of resource gatherers and defenders and you should be able to finish without any home plant damage. The final rating I think is too generous: any damage received to the plant should be an immediate full level reduction in final score rating. I shall now go play some more levels on the main site, and maybe some custom player designed levels?
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I went to the website, and they werent kidding, there were 4x the levels. That said, kongregate is for GAMES, not DEMOS! (oh yeah, and tip: never activate a dormant spore unless you have to. Just upgrade a collector to max, hopefully a wind catcher, and just sit there with a blocker defender on it and 2 defenders at your base. Easy wins.
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blocks and beats are the only useful ones blocks to defend the base beats to shield corridors (like a 3 way tunnel place a beat in the middle and block all 3) slurpers are the strongest of the 3 breezes have a chance to get hit by incoming spores and catchers run out of resource (since it drains from the map start not from when your mining it)
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Great concept, but it really needs some polishing. The levels are in need of some major balancing, and the prices need to be re-determined; the second and third defenders are almost-useless due to their price, and repairing is not worth the cost until the defender reaches the max level. The graphics are actually very well done, though.
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For some reason it doesn't all fit in my play screen so I can only see part of it. That definitely makes it harder, since I can't read the instructions or anything. But otherwise it's a pretty nice game!
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Like everyone has been saying, the game is very slow, making it rather boring...I don't know how you could improve this because the game is so short (levels wise) that if it was any faster you'd be done with the game almost as soon as you started. Resource collectors need to be balanced for their coin investment.
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Just out of curiosity, why do you get penalized for unused collectors/defenders? Should it not be an accomplishment and more difficult with less used?
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Great game, but I think if you added names to the the defenders, when you click on them, then it would let me look at which one I have.
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it jsut quiet easy man here is my plan first place your collector that not in teh spore route after that defend your plane with 2 beat ( coz it range dude ) when you defender almsot out of shield just sell it and replace with new one
note : place 2 collector in same place
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For some reason, when I zoom in on the game it produces a black box that obscures 3/4 of the game screen, is this supposed to be happening?
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It's hard. Needs either more starting coins, or a better coin collection rate. I found that later levels were easier than earlier ones beacause of the starting amount of coins.
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Thought this was a great resource collect game, I just wish you could look around by dragging the screen perhaps with left click and then menu with right click and it'd be great if defenders could move positions. Comments aside, an artfully mastered game!
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Not a bad game, but very straight forward. I found myself throwing finese out the window, and using the good old pillage method. I.E. Use the choke points to hold the enemy into managable units, while you rape their resources. Do it that way, and you don't even need to think for most of it. Only one level did I have to change up. And thats because they attacked from 4 dirrections from the start.
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too easy finished it on first try needs more levels and unused resources threats come to life automatically even when nothing was near them
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gave up on lvl 5, simply too frustrating the way the plants have unlimited amunition and your blockers have to be repaired-plus the way 2 of the plants started attacking right at the beginning!
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I'm confused, do the "threats" get stronger with time once they are activated by you planting near them or what? Maybe I need to redo level 1. I don't understand this at all. I plant a collector near a threat that is already active and before my plant is even half leveled the threat is freaking max likelihood. What does the Severity/Likelihood stuff even mean? I get the likelihood is the chances of spawning. Is severity how many spawn? Replaying from level 1 to better understand.
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Very easy game, you can focus on collect very fast and win only using 2 basic defenders, need some setup to make the game longer and relaxed, and more levels!! nice game 4/5 cos need more develope.
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Pathing for the attacking flower missile things needs a bit of work . I found that to easily win you could just set up one Block on the flower which would defend you. Because the flower missiles generally will only aim for your main flower. You can place collectors in a place that the missiles wont travel and therefore dont require defense.
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The game really prizes quality over quantity. I got "Amazing" on lvl5 once I realized that I should just go for the two closest resources, upgrade the hell out of the collectors, and upgrade the hell out of the defenders (but only when shields are completely gone). Efficiency!
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I made it to level 15 but after that it's just absurd. you start with a threat level of 122 and there's only 1 free resource.
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Actually I had no problem beating the game. In general I found that upgrading defenses is usually better than repairing. After level 2. Don't awake sleeping threats and place multiple drillers in the same well to finish it faster, with a blocker over the threat near it. For the last stage I also needed a breezer, placed on the nearest breeze, with a bleep to defend it.
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I like the game but really annoys me is that I can't use the arrow keys to move around with. Makes the controls a little clunky when I can only use the mouse to move around the edges of the screen. Other than that a good concept!