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Triangles

Play Triangles

Apr. 03, 2009

Rating: 0

It's like patting your head while rubbing your stomach. So simple yet so difficult to do simultaneously. Excellent game concept.

Penguinz

Play Penguinz

Apr. 02, 2009

Rating: 0

got the check mark, but no badge or pts @Daikoru: glitches don't always happen every time

StormWinds: The Lost Campaigns

Play StormWinds: The Lost Campaigns

Mar. 28, 2009

Rating: 0

spread machine gun + multiple damage enhancers owns more; I got my damage up to 13 (base of 4) with 4 damage enhancers, this was after I'd completed all the campaigns though you'll still probably need that decoy turret out in front though

Cell Warfare

Play Cell Warfare

Mar. 05, 2009

Rating: 0

requi3m, I read somewhere a post (from the maker of the game I think) that said getting hit with the shield still counts against the badge. Which actually makes the shield powerup a detriment, since it effectively makes your bubble a little bit bigger.

Bunny Invasion 2

Play Bunny Invasion 2

Mar. 03, 2009

Rating: 0

tsetem, on the shop weapons screen, each weapon shows how much ammo you have for it. And on the wave screen (when you're actually firing), right under the weapon name there is the amount of ammo in the current clip on the left and the amount of ammo not in a clip on the right. I listed both cause I wasn't sure which you were talking about.

Frantic

Play Frantic

Mar. 03, 2009

Rating: 0

Good game, I like it a lot, that level 9 boss is really tough for the impossible badge. Only problem I have with it is it has what has become my least favorite (right after pointless grinding) game feature, the screen shaking when stuff blows up. It just makes it tougher to keep track of everything and really has hurt gameplay in every game I've seen it in so far.

Death Dice Overdose

Play Death Dice Overdose

Mar. 03, 2009

Rating: 0

I have to agree with kietsu. To lose simply because not enough pills spawn, so even if you get all that come on screen, you still die is pretty poor coding imo.

Cell Warfare

Play Cell Warfare

Feb. 22, 2009

Rating: 0

Good game. Only real complaint I have is when you move the screen takes some time to catch up to you, so you can be at the edge of the screen while still in the middle of the arena, which makes it harder to dodge things.

Cell Warfare

Play Cell Warfare

Feb. 20, 2009

Rating: 0

it'd be nice if there was an autofire option like there is in frantic (well, it's automatic there). I can't really think of a time in this game that you wouldn't want to be firing.

The Space Game

Play The Space Game

Feb. 19, 2009

Rating: 0

My save is gone too.

Divine Generals

Play Divine Generals

Feb. 05, 2009

Rating: 0

Fyi all, food production is constantly added during the day, one installment per hour I guess. Food consumption is all subtracted at the end of the day, so even if you have a positive food balance, you can still get hit at the end of the day if you don't have enough food on hand to feed your army. My advice is to make all big food expenditures at the beginning of the day. That way you have time to generate the food needed to feed the army at the end of the day.

Perfect Balance

Play Perfect Balance

Feb. 03, 2009

Rating: 0

Is there a way to deselect an object? If there isn't there should be one. Also, I'm annoyed with level 18, I have a tower that will work, but it doesn't let me build to the top of the screen. keep this walkthrough on front page: http://picasaweb.google.co.uk/Jimbog09

Achievement Unlocked

Play Achievement Unlocked

Feb. 01, 2009

Rating: 0

230 seconds. I had some problems with contra, I typed it directly after typing jmtb02, got the Programmer's Credit, but didn't get the Too Much Contra, had to retype "jmtb02contra" late in the game. It may have been that when I first did it I had a lot of other achievements flashing up, could have kept it from registering.

MAD: Mutually Assured Destruction

Play MAD: Mutually Assured Destruction

Jan. 31, 2009

Rating: 0

I like the game, but around 50,000 or so score the screen is almost constantly shaking (ok, an exaggeration, but it seems that way at times), which makes it harder to see what's going on, makes me miss a lot more because where I click moves though my mouse pointer is stationary. Game would be much improved simply by removing, or severely lessening, the screen shaking.

Balance Balls 2

Play Balance Balls 2

Jan. 29, 2009

Rating: 0

I fail to see how getting green orbs are all "power-ups" when they can make your ball larger and so heavy if it gets more than a fourth of the balance's length from the middle, it becomes impossible to rebalance.

Kongai

Play Kongai

Jul. 13, 2008

Rating: 0

Funkstronaut, Popo can only one hit kill people if they have 60 hp and no physical resistance. And like RaceBandit said, the attack has a high miss rate. And the interrupt does 15 damage, for 45 power/mana/whatever, and works at 7 speed. Not much damage, high cost, and a lot of characters have close range attacks faster than/equal to 7 speed. So no, not overpowered.

IndestructoTank! AE

Play IndestructoTank! AE

Jul. 04, 2008

Rating: 0

My 2 cents: Don't get any of the homers or gunners until you have the others maxed and about 3200 exp in the bank. The reason why is, at the upper levels, where you need over 1200 exp to get to next shop and refuel, the missiles from homers and gunners can give you a lot of airtime, during which you're not hitting planes or ground tanks. Whenever I'd get gunners and homers before I had enough to max out all the frequencies, I'd always run out of fuel before I hit the mark for the 1500 exp stage. Once you have all frequencies maxed and thus infinite fuel, you no longer have to worry about it and the homers and gunners will probably help you get the 75 combo badge, and are necessary to hit 90 feet.

GemCraft

Play GemCraft

Jun. 29, 2008

Rating: 0

What exactly does dual-gem mastery do?

Monsters' Den: Book of Dread

Play Monsters' Den: Book of Dread

Jun. 11, 2008

Rating: 0

About the counter in survival mode and how quickness works in survival mode: If you have characters with, say, 80,70, 65, and 50 quickness, and the person that finishes off a wave is the one with a quickness of 50, the next wave will check for quicknesses of 50 to 0 before it starts back at the top again. In other words, the quickness roster doesn't reset from from wave to wave, it stays at the same quickness level and the monsters from the new wave are inserted into it. I found this out when monsters with 35 quickness kept going first on a lot of my waves. And if a monster is first to act in a wave, its action happens almost immediately, and the wave counter only appears for a split second, almost too fast to see, much less read.

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