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Neopede

Play Neopede

Feb. 05, 2014

Rating: 0

Awesome game! 5 stars all the way! you should totally make a mobile/tablet version of this. I loved the way you balanced the hitbox & slight magnetic pull vs speed of enemies, bonuses etc. I do agree that the insta-kill thing was a problem. Personally, simple solution: give a longer invincibility time - like say about 2x as long as the current one, or so.. Good job on NOT having upgrades! If you added permanent upgrades, that would KILL the entire fun of the game. The reason the game is fun is because the increasing levels require shifts in timing, attention, skill.. if you just added upgrades, it would take away from that. (I'm sure there's a way to balance that, but I don't think there's a need). You could instead just offer a lot more medals - if anyways really wants that... Another suggestion: I would put a cap on the # of lives you can save up. I'd cap it at about 5 maybe 7. That would make later levels less 'grindable'

Developer response from Vibe13

thanks for the positivity. You made a lot of good constructive criticisms there: Many of the gameplay 'balances' aren't perfect, I knew that when I released it, but by then I was going a little insane with too much game-testing so I thought I'd throw it to the wolves an see what happened.....Part of me would really have liked to add permanent upgrades, but like you say that would have required a lot of thought to avoid unbalancing the game completely - that really would have sent me to the loony bin, so I didn't even go there!

Dungelot

Play Dungelot

Dec. 27, 2012

Rating: 2

i was able to keep progressing as far as I wanted (got bored at around level 250 or so - at which point i got bored and got killed on purpose, since there's no way to manually 'quit' without losing progress...) Anyways, I used a close-to-fully leveled up assassin, had a lantern for avoiding traps and a compass (not really necessary, but convenient) and the rest of the inventory was all health-rings (with one slot open for potions - which are to be sold off right away). Since the health rings progressively give more more health at higher levels - so long as you avoid traps & complete quests, there isn't much trouble at keeping your health maxed (on average) between levels. I didn't try to keep going to 300 or 400 - maybe the above logic doesn't hold true there as much (not sure what the monster balance is like there... though if were harder, the store can probably help make up the difference..)

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