Recent posts by CaranthirBlack on Kongregate

Flag Post

Topic: Bloons Monkey City / Looking for 3 people to trade supply crates with

Please add me as well – I’m on a couple times a day everyday.

 
Flag Post

Topic: Kongregate Multiplayer Games / [Ashtaria] Bug Area

Fun game, and thank you devs for reading the bug posts and the positive criticism posts. Since this is the ‘bug area,’ I’ve got a bug to report. While upgrading spells, the countdown menu on that spell keeps disappearing, and the in-battle spells for that particular set become available. When I click on the spell again, it takes more hero points (my originals were never refunded) and starts the countdown over again. Even stranger, when I ‘rollover’ the spells and talents when while on the world map, it gives what seems to be the correct remaining time for my learning of the spell from the initial investment of hero points.

Relatedly, after I figured out the spell was still being learned and eating my hero points every time I clicked on it, I reset the skills, which gave me back only 15 hero points, not the 45 I had invested in the spell from the multi-clicking. All other spells were refunded accordingly, though I wasn’t trying to learn anything else at the time. I was trying to learn a talent, though, and that talent’s countdown is now frozen. The spell I was trying to learn was ‘Spirit Bold’ and the talent ‘Tireless.’

 
Flag Post

Topic: Bush Whacker 2 / Feedback and Bug Reports

Easy one: ‘Roaming Rosa’ in the Lower Evergreen Forest, third quest for that map. After you’ve collected all the flowers for her the quest status bar reads, ‘Return to Rosa with the Pine Needles’ rather than ‘Return to Rosa with the Flowers.’ The second quest in the Lower Evergreen Forest did involve pine needles, so I assume it was just a copy paste oversight. Small, but noticeable.

 
Flag Post

Topic: Bush Whacker 2 / Add me thread V2

Add me, too. I’m on once a day or so.

 
Flag Post

Topic: Astroflux / Suggestions

Hello again. I’ve been playing for another week or so and have two suggestions I thought I’d share:

1. Accurate Map Overlay and Adjustable Transparency: I, like I imagine most other players, do quite a bit of travel with the map open. It’s not a necessity, but it would be very cool if the representation of your ship on the map overlay perfectly with your actual ship in space. More of a presentation thing, though it would make dodging while traveling easier. Relatedly, perhaps an option to adjust the transparency of the map? The default transparency is just fine, but if I could make the map almost fully transparent, I might just leave it on all the time. Options are good, ja?

2. Hidden Planets: While grinding in Kritillian, I stumbled upon a destroyed planet with enemies floating around it and…a shield! I destroyed the thing and naturally tried to land on it. So why not? It seems like you may have set yourself up to implement this anyway based on the previous experience, but I think that would be very cool.

Thanks again for listening.

 
Flag Post

Topic: Astroflux / Suggestions

Wonderful game, very addicting, good dual space/on planet exploration. Lots of great suggestions have been made and repeated already, I just wanted to drive the point home on one very good one made by Sturmfeder:

Reverse Thrusters: I don’t know about anybody else, but perhaps due to the ship shape, the high speed combat, the almost entirely robotic-seeming enemies, this game reminds me greatly of a space-drama I particularly like. Anyway, being it’s a space shooter, it would be very sweet to be able to dash in, perform a high speed one-eighty, then accelerate backward to keep the guns blazing. If I may, I would love to see this ability inherent in every ship (perhaps at a reduced speed? Like 50% of forward speed) with upgrades to increase that percentage eventually to 100%. It makes the most sense to me to bundle this in with the regular engine upgrades.

 
Flag Post

Topic: Kongregate Multiplayer Games / [The Grinns Tale] SUggestion

Wonderful game; I tend to stay away from games with real time components, but the art, the battle system and that feeling of ’I’m almost there!’ won’t let me go. I have a few suggestions for improvement, if I may:

1. A reduced resource cost for lower level items made in higher level guilds and shops: So, when you upgrade your buildings, they get better equipment and machines to produce YOUR items and equipment, right? It makes sense to me that with these better production techniques, easier to make items should get even easier. Or from a free-market economy point of view, it should get easier to make MORE (increased production capacity) so the cost should go down.

2. A ‘Select All’ function in battle: This one’s easy. Click and drag is one of the themes of the game, right? So, don’t implement hot keys for battle if that modification goes against your stylistic choice; make it so you can drag a box around two or all of your active party, click the newly formed box, and drag it to a single enemy. Or introduce a ‘key’ (like shift) to select multiple units. Why? Because even about a third of the way through the game, I’m already losing turns do to my character’s speed being faster than I can use the track pad.

3. A ‘Sell Function:’ Look, I’ve got about five hundred ‘Old Brooms.’ Old brooms are made out of wood, therefore I should be able to sell or scrap them into sensible resources. I would suggest essentially organic or inorganic; brooms, hides, and feathers can be broken down into ‘wood,’ while screws, springs, and mechanical arms can be broken down into ‘metal.’

Once again, excellent game. Very addicting.

 
Flag Post

Topic: Kongregate Multiplayer Games / [Zombie Misfits] Missing basic tower defense keys

Yes! Thanks optimumscar! I was just about to post about scrolling keys. I vote for WASD.