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Comments for Zack's Hardware

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chwooly

May. 12, 2010

Under rating threshold (show) What started as a good idea, got really messed up with the execution, The parts you need are random, So that means you are never sure what your going to get and it means that you can't learn and try to win, You just have to be lucky and get the rights parts, Takes the fun out of the game. Can only give it 1 star for idea and 1 star for graphics.

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(0)

Eragonandsafira

May. 12, 2010

Under rating threshold (show) Ah, we should even get the old comments back. Not only putting Most Recent... I don't wanna press SEE ALL COMMENTS to see some more. I just want Kongregate back =(

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(-1)

KulaShaka

May. 12, 2010

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(-8)

BlueZephyr

May. 11, 2010

Under rating threshold (show) could there be an auto collect button or something?? im finding it annoying having to collect resources on the really long levels instead of building my defenses

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(-2)

zaccmar

May. 11, 2010

Under rating threshold (show) 7 levels only?

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(-1)

lvxferre

May. 11, 2010

Under rating threshold (show) This game is not balanced, a bit too hard in the start, the "mouse over resources" thing is annoying... however, since the developer makes such a nice break from all-the-same TDs (experimentalism), and the game CAN be improved (maybe this version, maybe a future Zack's HW II...), I give a fair 3/5. ***BY THE WAY*** Kongregate, please, stop spoiling the comments. We see the comments while the game loads, and we want to see NEW comments, not the same top-rated. We understand you put this kind of "karma" to ease your lives and our lives, but make newest comments default! :D

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(56)

Xinder

May. 11, 2010

Under rating threshold (show) Good idea. Like the resource collection, though picking up is a pain, but not so much that it wrecks the game. XP for kill shot only sucks tho, should be xp per hit on a target. Had many towers at the start of a maze that wouldnt level up. Really short levels as well are kinda punky. Little polish and it would be great.

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(0)

gamedeep

May. 11, 2010

Under rating threshold (show) I like the upgrade system, although it would be easier if experience was gained relative to shots and not kills. I like the style, the towers seem to be made from the scrap I pick up, and that is need. The number of clicks required to make a tower seem a bit excessive. I look forward to a number two.

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Ronster224

May. 11, 2010

Under rating threshold (show) sounds like badge games is copying kong :P just like every site has started to >:[

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hippodarren

May. 11, 2010

Under rating threshold (show) The heavy laser is practically useless. It's projectile is fired slightly off-center from the enemy, due to its alternating turret, and only hits at extremely rare angles. Rather annoying.

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ColinQ

May. 11, 2010

Under rating threshold (show) interesting concept. i dont like the build time for towers-seems pointless. the placement restrictions are annoying and the red circle shud turn green to let you know it is placeable. the abilities shud have a key beside them or shud tell u wat they are wen uhover over them.this game needs more work before i wud rate it simply because whilst it is easy it isnt intuitive enough. i had to read the instructions to find some info even tho its a very simple game

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YaGames

May. 11, 2010

Under rating threshold (show) Also, I can never level up any magnets since they don't gain XP except for killing something (which is impossible when all you deal is 5 dmg...)

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YaGames

May. 11, 2010

Under rating threshold (show) I don't know if it's just me, but I can't beat level 3. Over the course of the level, I got 3 springs, 17 gears, and 0 motors. Thanks to this, I could only build 1 tomato launcher, with the rest being airguns. I don't know about you, but this made the game nearly impossible. I like CeruleanDragon's proposal -- that resources be allowed to be converted. This is, to me, no fun. 2/5.

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Hotarukin

May. 11, 2010

Under rating threshold (show) The levels are WAY too short, and yet the game gets repetitive quite quickly. Further, Travel time is a bad concept in nearly all tower defense games, in this one, it's highly noticable. If you upgrade a tower with range, 50% of the towers simply start missing. The only two towers I upgrade with range are the two capable of slowing, as one is an aoe pulse, and the other seems to have quite swift flight time.

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(0)

CeruleanDragon

May. 11, 2010

Under rating threshold (show) Ah I forgot two other suggestions: When picking up resources there should be a visible/audible indication that you actually got the resource, sometimes it's hard to tell if you got it, or it disappeared just before your cursor reached it. Also I think XP should be based on hitting enemies, not just destroying them. Otherwise if you don't start off really strong, you're completely hosed for the rest of the round as the enemies get stronger, but your towers don't get any stronger.

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(0)

CeruleanDragon

May. 11, 2010

Under rating threshold (show) Not too bad, missing some much-needed features, but I like the theme. Some things I'd add: Some way to convert resources or sell them or something along those lines. Since they drop so randomly, sometimes it's impossible to win a level just because all you can really build are air guns. Adjustable tower targeting (like in BTD4, the ability to pick first/last in line, at least). Having to mouse of resources really, REALLY sucks. It's a horrible feature of the game. They should collect automatically, or at the very least stay on the board until you do collect them. Watching that precious motor I need disappear just because I was busy building another air gun really ticks me off. I don't know what it is, maybe I'm just having bad luck, but level 3 is proving impossible. Maybe that's just me, but I love tower defense games and I can't imagine I'm just sucking. Oh well, I have to give this one a 2/5 just because 2 levels is all the fun I can pull out of it.

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(0)

dnevill

May. 11, 2010

Under rating threshold (show) Manually collecting your rewards, and a more involved resource system helps to set this game apart from the otherwise saturated Tower-Defense genre. However, the process of building new towers, combined with a build delay and short breaks between rounds leaves this component feeling more frustrating than challenging. Beyond that, the xp system ought to use damage dealt rather than kill count for awards to towers: this allows the xp system to have a real effect on the alternative difficulty modes. As it is, with only 12 waves of enemies, only a handful of towers will level up more than twice. For the few towers I looked at, they all seemed to gain ~60% DPS for a speed upgrade, but only ~38-40% DPS for a damage upgrade. Unless there are enemies with natural armor that ignores low damage shots, there is no reason for such a significant disparity.

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(104)

skitzoman

May. 11, 2010

Under rating threshold (show) Well, apparently nobody else finds this annoying, but tower accuracy is a royal pain. When the light laser tower takes shots, they miss half the time because they fire behind the enemy and cause no damage. Things like that are bothersome. The building time should just be applied to the field, collecting resources isn't that big of a deal.

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(0)

MrCraz

May. 11, 2010

Under rating threshold (show) A great start, but it feels unfinished. Like others have said, mousing around to collect parts is a pain (though a good concept), too many clicks to build a tower (hot keys maybe?), too few waves per level, too few levels. Also, why not go for broke and add something like visible differences in towers after the upgrades, the ability to change targeting priorities (first, last, strong, weak, etc), and possibly something that denotes the progress of a particular tower towards its next level. Also, the ability to deactivate towers without selling would be cool, and the knowledge of what you'll get if one is sold. Just a few thoughts....

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(0)

Octiviann

May. 11, 2010

Under rating threshold (show) The resources that drop seem to be somewhat random. That makes it hard to have a single pre-defined strategy. You need to adapt to what kind of drops you get. Having something original in a TD game is rare. 5/5

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(0)

gortosa

May. 11, 2010

Under rating threshold (show) This is a fun concept of tower defense, I like it 5/5

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(0)

wakslo

May. 11, 2010

Under rating threshold (show) I don't like all the clicking needed to build a tower. Select the tower, click build, click ready, click where you want it. Why can't it be like most tower games where you select the tower then put it where you want? And why no auto-pickup of resources. Having to click 4 times to build a tower takes up enough time, I don't need to be constantly moving around for resources too.

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(1)

Lonolf

May. 11, 2010

Under rating threshold (show) Good game, but a step down from perfection. Also the rocket launcher doesn't target flying units.

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(0)

OneLeggedRhino

May. 11, 2010

Under rating threshold (show) Like the multiple resource types, graphics, and health shields. Don't like having to mouseover resources, click so many times to deploy a tower (most games you just click the tower and the spot you want it, and it maybe has a build timer right there), or the lack of a "start" button (makes it harder to read what all the towers do). Also, make the resources different colors, so it's easier to look up how much you have of what.

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(-1)

Omegnight

May. 11, 2010

Under rating threshold (show) Fun sounds :D

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(0)

trojan_56

May. 11, 2010

Under rating threshold (show) v.Good TD

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(0)

Hope_

May. 11, 2010

Under rating threshold (show) Good game interesting twist, and I don't mind collecting stuff 'by hand'. But the rubbish all over the play area annoyed me, it meant I just couldn't place towers effectively at all!

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(0)

Macross

May. 11, 2010

Under rating threshold (show) Nice game, but you dont get a chance to develope your towers. Also a suggestion; some way to swap resources?

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(0)

GatoAzul

May. 11, 2010

Under rating threshold (show) Tower targeting is weird. The towers seem to target the creep furthest away from them, not the creep furthest down the path. There's no way to speed up the game or quality options either.

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(0)

XweaselX

May. 11, 2010

Under rating threshold (show) 5/5 Wow Perfect TD the idea of colecting resouces is different that getting gold per kill. The towers are pretty cool that you need different things to build them with. epic game

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(0)

stifler9999

May. 11, 2010

Under rating threshold (show) Cool game. Like the idea of resourses, perhaps have a bot pick them up automatically. Perhaps the bot could be a tower. The select, build, ready is too much - too much mouse movement. Prefer select drag auto-build. It makes the the interface feel clunky. Otherwise, good start. Thumbs up.

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(11)

Ralfo

May. 11, 2010

Under rating threshold (show) i like the resource system, but i don't want to pick them up by hand. overall very easy, not too innovative. but why only 12 stages per level, so the experience-level up system has no time to evolve, esp. if there are sometimes only four unit in on stage. and four clicks to build tower is somehow unfriendly. 3.4/5

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(31)

ma77ym

May. 11, 2010

Under rating threshold (show) Resource collection is just stupid...

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(-1)

Harnec

May. 11, 2010

Under rating threshold (show) Good idea! :) I think the ressource collection is not that bad, it just needs some improvements.

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MadCrimson

May. 11, 2010

Under rating threshold (show) Resource collection is no fun. Sounds are horrible. Why start the first wave while I try to find out, what the towers do? 2/5

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(-1)

Caithleen

May. 11, 2010

Under rating threshold (show) Stupid Idea with ressource collection .. without it would be far better

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(0)

zukke

May. 11, 2010

Under rating threshold (show) good TD!

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(-1)

XSuperDudeX

May. 11, 2010

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(-6)

EM1NEM

May. 11, 2010

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(-9)

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