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Sometimes objects just fly through solic walls, and objects act differently on different attempts even when I am doing the exact same thing as before.
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I just had 8 avocados get stuck together in an upwards wind flow on stage 32. They all perfectly lined up to block a broad pathway. The general idea behind this game is decent, but the execution is just bad. A game such as this must never ever be janky, but alas, it is. And the lives system is the icing on the cake. I really don't get it. Your team is named after this very site. You have been hired to make this site a better place by showing what kinds of great games are possible. Then why have these intrusive microtransactions? Shouldn't your games be free? Is the Kongregate management team really that shortsighted?
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And I'm going to immediately REVOKE that credit because, now that I've completed all 100 levels, clicking to play the user-generated levels takes me back to the "complete the first five levels" prompt. Which, even after I do them again, or do Lv. 100 again, does not change. How stupid, lazy and/or overworked does someone need to be to screw that up?!
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I will give you one credit: It's smart to require level creators to complete their own levels before they can submit them. But that's only a practice others should consider for their games. It doesn't amount to squat when a game is as tragically broken as this and has likely only resulted in you getting more "click once to win" games than you would have otherwise.
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Most of the levels were really easy, until I got to level 62, which ate up all my lives, because you have to have ridiculously precise timing to get the bon bons across, set the platform at the exact right time, while avoiding getting hit by any of the bombs.
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This game deserves all the hate for one simple reason - lives system.
You have to be out of Your mind to gave 10 lives on the game that very often relates to RNG and luck, and often You need some lives to simply understand the idea of the level. Worst idea ever, the game itself is a little fun, but lives system is completely pointless here!
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@ericbloedow - the only place it shows is on the Map page - beside your current # energy is the countdown box to next energy. I agree not the best place for it.
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Is there no way to remove a single object when designing a level? It seems like all you can do is reset the entire design, which makes it really crappy when you add one bon bon too many and now have to restart from scratch.
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So far, the hardest level has been 74. Not because it's difficult to figure out, but because the bonbons kept getting stuck halfway through the wind tunnel. No game, especially a puzzle game, should ever involve what is effectively a "luck" mechanic -- should never potentially cost a player one of their chances just because THE GAME screwed them over. These Kong Squad games have always been crap, but this is the worst yet.
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Simple, very un-inventive, terrible implementation (very CPU-intensive, and terrible intro to each level that doesn't let you see what's what before starting). I wouldn't even stop by for a second if it weren't for the badges, which the game does not deserve, at, all.
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Horrible physics are the biggest enemy in this game. All lives lost are due to it. Just get the easy badge, do 5 easy user made levels for the medium badge and never come back to this game. Hard and Impossible badges are a joke. 2/5
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So, uh, I have a problem. I beat all 100 levels prior to the game getting badges, but now it won't let me play user levels or make my own.
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The biggest enemy in this game are the physics. More than once, I lost a life because one or more Kongpanions got stuck on each other, with the last straw being when one of them got stuck in a wind generator and only got unstuck and made it into the exit RIGHT AS THE TIMER REACHED ZERO. A puzzle game should never involve a physics engine that can screw over the player even if they got everything right. 1/5
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I'm fine with these kinds of games existing and having badges, but having challenges that are so tedious and not at all reflective of the actual difficulties of each badge (5 user levels being as easy/easier than the easy considering the energy system, 300 kongpanions maybe being a medium) just makes what could be an alright experience in a cute game a chore.
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The energy system is completely unnecessary and another scummy way to needlessly monetize your game. Instead of playing a long, pointless animation and autostarting a level, freeze the level until they make the first move or manually start it themselves. Like your earlier games, a simple puzzle game should not be using up so much memory.
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Thank God BoTD are only easy and medium badges. I just pray no one fails to reach level 15 before running out of lives.
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Nice to see a new game here. Not really mine, but it's a cute little timewaster. I gave it 4 stars just because I was happy.
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I miss kong before the corporate overlords moved in and shut everything down. No king lives forever and all that I suppose.
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Get rid of the timer - there's no point since clicking the restart or quit button brings up a dialog box that freezes the timer. Yes the box might block the map, but at some point someone is going to have a site showing each and every level.
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Pretty annoying when the game logic doesn't even apply. Lasers will blow stuff up, except when it's bombs?
That was the last straw, next to boring and long animations, memory hogging for no reason and sketchy play. Good job bombing the game.
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This gamer could be a fun one to kill a bit of time, but it's such a hardcore memory hog the exp is laggy and hard to time. Level animation takes far longer than the game play for the level, making it tedious instead.
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Okay, so, I've been playing this for a little bit and I'm pretty sure level 69 is impossible. The switch gate can't be raised up high enough so it doesn't make for a smooth ramp down to the goal. As a result, two bonbons always end up getting stuck.
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As a game, it's pretty alright. Not really much to say either way, good or bad. However, the monetization method... Oh boy. I haven't seen you guys screw it up this bad ever. I'm not paying you for more lives and I doubt most other people will, either.
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In short, this is an "order of operations" game, it's hardly a puzzle when the tasks are very simplistic(f.ex. "Remove the obvious bomb with the obvious blower before you stack everything to the exit). The "convert candy before you put it to exit" mechanic rarely comes into play when exits are guarded with additional barrier anyway. It's not offensively bad, I'd be inclined to give it 3/5 if it weren't for the insidious level design that forces life loss to squeeze out potential Kreds. For example - Level 57 is comprised of 3 gates and the player's job is to guess how far the avocado needs to jump to land at the exit. There's no "puzzle", it's simply there to extract lives and nothing else. The life regeneration is very slow, leading to the game actively discouraging the player from completing levels for the sake of Kreds.
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You want money for 'extra lives'? When did you become so greedy Kong? I wish I could give 0s instead of 1s on such a piece of garbage.
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To be honest, not a bad game (probably their best game to date) but I'll ask the same question I've asked before... Who on earth is going to spend Kreds on this game just to get extra lives?
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Nice and refreshing. Is there a hidden timer to get lives ? I lost most of mine on the first level with warp, before finally getting it right.