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Hey Kongregate Squad! I can see y'all have got some really talented people on the team - there's certainly a lot of love behind the 3d models and animations in all your recent games. The music is also pretty good! However, I do have a request for you. I'm gonna need your future projects to be more ambitions when it comes to the other departments! The current "lore" is really underwhelming and full of spelling errors, and the gameplay cheap and repetitive. I DARE YOU to make and "adventure rpg" game that isn't like Chef Last Stand but instead one more inspired by Pokemon, or the Epic Battle Fantasy series. Kongpanions would really suit this sort of thing and you know it! Your animators get to design cool attack animations, your composers get to create epic battle music, and we as players finally get to experience a world worth exploring, engage with the lore with NO SPELLING ERRORS, and maybe even slowly start to somehow bond with certain kongpanions through the story.
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It's so grim to see that this is what Kongregate has become. Five badges for a game that's Peggle but worse, one of which is an impossible badge that is only impossible in the sense that it'd be impossible not to get it before the hard badge.
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@ARBITERREX: if Kongregate is serious about trying to improve the badges, you can start by making sure that the person who creates the badge actually plays enough of the game to earn it first. I know that's not the case because the "Impossible" task of knocking down 4000 enemies happens long, LONG before the "Hard" task of beating level 100. There's levels with more than 600 enemies in the level, even if we assume you average half that: simple maths tells anyone who's beaten level 100 that there'd be at LEAST 30,000 kills required. I'd also suggest adding badges to games based on highest-rated by players. I can't imagine that a 2.87 star average rating was the best non-badged game available.
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Also there's a glitch, when you shot the balls and while they move for some time, they for some reason fall down, even though they didn't collide with any object?
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Don't know about you guys, but level 64 is impossible to beat. I've literally used 6 power-ups and still failed horribly...
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Just got the hard badge. One thing that helped a lot to minimize RNG is crowd control. When your turn ends, the game will either push down one row if there's at least one enemy in row 3 or below, or push as many rows as needed at once to make 4 rows of enemies. Because of HP inflation and the jellyfish multiplying before they come on screen, you will get overwhelmed if you keep clearing the whole screen. What I did was always leave an enemy in row 3+, trim the top rows as much as possible, then kill the enemy when it gets close. It made every level after 63 take 1-3 attempts.
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UGH restore my progress to level 68 please, what kind of game in 2023 doesn't save progress automatically OR have a manual save function? Awful 1 star until that's fixed.
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@dederteee: Your sentences literally do not make sense. If you're talking about the difficulty of the badges, the numbers that they are reporting DO make sense, because the impossible badge is much easier than the hard badge. That's why more people have won it.
For my part, I have to say that there isn't much game here, and it's stretched out over a very large number of levels. I'll probably play enough to get the impossible badge, but there's no way I'm going to be able to stay awake for 100 levels.
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Why does every game need to have Impossible badges nowadays? Especially Impossible badges that are easier to get than Hard badges or Medium badges in some cases.
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An anoying thing is that the jellyfish will duplicate even when off screen, you can tell by watching the target count jump even when there aren't any on screen. This is a problem because it artificially makes the later sections more dense and thus harder without any counter play. They really should only duplicate while on screen.
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While this is an improvement over their previous games, it is very amateurish and has a ton of issues. All the difficulty comes from HP inflation and each level suddenly requiring 3x as many kills starting in the 60s. Some sound effects, like the jellyfish multiplying and the game over sounds, still play even when every setting is muted. The speed up button state should persist through each shot and level. All the premium powerups are underwhelming; the worst one is the magic glasses because the enemies' hitboxes change as their sprites move, so the projectile path will be different from what you saw. Luckily, you can get the imp badge by level 63, before the game becomes a big RNGfest or powerup drain.
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While I am enjoying this, I'd look at fixing some of the typos in the intro, particularly the one talking about "Konpanions".
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If you're stuck at level 64, know you don't have to use any powerup at all to finish this. Of course you'll need some luck, but be sure to try and aim towards the high level jellies and not around them. With some luck you'll get them and some others surrounding them making a chaos and actually getting a bunch of other stuff. Also when you're close to the wall, try bouncing off that same wall upwards in something like 70-80 degrees around the creatures.
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If you're stuck at level 64, know you don't have to use any powerup at all to finish this. Of course you'll need some luck, but be sure to try and aim towards the high level jellies and not around them. With some luck you'll get them and some others surrounding them making a chaos and acttually getting a bunch of other stuff. Also you're close to the wall, try bouncing off that same wall upwards in something like 70-80 degrees.
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Can we please stop with a shameless mobile game copy-pastes? Also, not every game needs to have impossible badges, it's okay for games to not fill every tier possible
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Two very basic things for such games: 1) there should be a button to recall a ball stuck bouncing horizontally 2) once the last kongpanion has been downed, all balls should return to base.
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It would seem that there are no navigation controls on the map. The only thing you can do is start a level, which is not always what everyone wants to do. At least the name of this one doesn't have a grammatical error in it, so that's progress! (Although 'dispense' is mis-spelled, but hey -- not the title!)
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Interesting. The lines move down once for each line you destroy, meaning they can move several times at once. Spaghetti code? Fun regardless, as this is the first Kongsquad game with "progress" that is saved between attempts. This could have been a single level with endless waves, but wasn't. Well done.
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the ad was placed too well to miss their new game, but I didn't expect anything else than yet another total failure after the unspeakably bad please dont eat me or this is how we roll. also the payment system makes the whole thing less unpleasant this time. okay ... sometimes it s nice to be wrong, and I'm looking forward to your next games.
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Hey amazing, that thing actually looks interesting! the graphics were good from the beginning of the series, and even better here. no idea if truffle trouble will be fun in the long run, but it looks like the makers are on the right track! because with the first two parts one thing seems to have been completely forgotten: that the player should have a good time to make sure that some of them come back. Kongpanions alone are rarely enough for this.
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You guys have significantly improved since the previous releases, this game is really fun and and gets progressively challenging as you go on, the only thing that's keeping it from perfection is that the speed up button doesn't have a keybind and/or can't be toggled
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Turning off both sound and music leaves a sound effect on. With more progression (ex: a skill system), it might be an interesting game.
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Surely the mediocre reception of your previous efforts must have told you something about what the majority of players want... And it's not this drivel. AVOID THIS GAME AT ALL COSTS!