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Game comments and reviews
Jan. 21, 2013
Don't know if it's just me, but on the first level at least, the shortcut for the arrow power isn't working.
Nov. 13, 2012
Gotta say, regardless of the game, the devs are active and listen to the community well. Good job mates, keep it up and you'll doubtlessly do well in the future =]
Sep. 01, 2012
"8/29 -Changed the animation slightly for the primitive boxes that take one step. -Made Level 15 not suck. -Other stuff I’ve forgotten." Best update log ever ^_^
Aug. 14, 2012
So...the game seems awesome. I logged on at 3am EST and there were 0/500 on each server. Is that normal? Also, Kong mentioned this was being done by American McGee, is that true as well? Just curious. Thank you =]
Jul. 14, 2012
After playing a bit more I do have two suggestions. One, I must echo the idea proposed to let us craft higher-level items without having to create all of the individual sub-items. Second, when we use a radar pulse, could you make it so that when we enter the ship to drop off cargo that it doesn't go away? It becomes costly to consistently create pulses because they keep resetting. Awesome game though, thank you! =]
Finally managed to get the Engineering Bay...it just hit me how much there is to do here. I agree with Luis' comment that you should consider expanding this a bit more and possible getting it available as a Xbox Live Arcade/PSN download. I would get it, personally.
Apr. 19, 2012
@acote - I recognized the music right away. It's the same music used in Picma Squared, another great puzzle game here on Kongregate =]
Mar. 24, 2012
Devs - thank you for not requiring us to actually click on the proteins. That would just be hell.
Mar. 21, 2012
BUG. Maybe, I may be wrong since I've never hit any of them, but I see gummies riding rockets, but I've never gotten the upgrade to have a chance of encountering them.
Feb. 27, 2012
To get to water world - just wait a moment before running down the hill and click the picture up top with the barn/snowman to select a different level.
Feb. 04, 2012
While playing a boss battle, would it be possible to have your rating count towards the normal rating? I got my first perfect in a boss battle, but it doesn't count if it's a boss battle. Just curious.
Jan. 24, 2012
BUG: When adjusting the various elements for a battle before beginning, at least on the first stage, it changes the battle exp/rep multiplier, but then it doesn't change back once you deselect, or select another modifier.
Jan. 09, 2012
Jure, it looks like a solid start if you're going for a simple game. You definitely should code it to put more sea/mountain tiles though (more sea than mountain), as sea is a HUGE part in any Civ-style game. Great start though, keep working at it!
Developer Reply
Like a commented begore it looks that somer variables are wrong in web build of the game. I think that I know what went wrong, so I will latter upload fixed version. If you check the game icon you can see how should it look.
Dec. 07, 2011
So...why doesn't this have live multiplayer? =]
Nov. 25, 2011
And as ZioFeda mentioned, a "hide equipped" button would be nice. He also has a good mention of the import/export buttons...yes? ;]
Great game. My only suggestions would be ones pertaining to inventory/store UI. It feels rather cluttered and unorganized. Adding sections pertaining to specific weapons/armor (i.e. head, hands, staffs, swords, etc.) would help a lot.
Nov. 02, 2011
BASIC GUIDE FOR 2.4-2.5: 2.4: The right side's lone gun will be fine for a good while, so focus left first. Have your base make fighters. 3 Fusion cores up top. 3 autoguns on the left. About now make a medic and/or autogun for the right. Once the left is dead...take out the right. Missiles are helpful. 2.5: Aggravating. Easy formula to follow - Build 3 Fusion cores. From that point on, each time you hit 150 mass, build one (up to about 8 or 9...then you can upgrade if you want). Each time you hit 200 energy, build a gauss gun. Make it a tight formation of guns in a big square basically, add a medic if you want. This does take some luck/skill, but it's not too bad. I did it my second try. Enjoy. If someone wants to message me about how to make videos of doing this...I will. I just don't know how to make videos lol.
BASIC GUIDE FOR 2.2-2.3 2.2: Build one fusion core. When you hit 150 Energy, build an artillery on the right. It will help defend you/destroy yellow buildings. Then, when you hit 100 of each, build an autogun next to it, then more up top. Soon you'll have it under control - at that point use THOR missiles. 2.3: Build 3 Fusion cores up top. When you hit 100 of each, place autoguns with the other turrets, then use gauss guns (make a strong line) (you'll end up hitting 200 energy sooner than 100 mass). When they're under control - missiles or ships.
Oct. 09, 2011
Perhaps I have overlooked it, but is there a way to dump all of your units into one country without clicking for all of them? 30+ clicks is fun and all...but yeah lol.
The deployment slider pops up after you deploy the first, then you can just drag it over or type a number. If it's not coming up, you may have accidentally turned it off in the settings - go turn it back on.
Oct. 02, 2011
Now all I can think about is Momentum Missile Mayhem with zombies instead of tanks. lol, great game dz, thanks for another one!
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