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Game comments and reviews
Jun. 23, 2020
Disappointing to see this system roll out with such a failure to launch. Hopefully Kong addresses the API hook issue and gives us the badge backlog for this.
Mar. 08, 2020
Due to gold not really scaling outside of the "survive [x] minutes" levels and hoping for some good Gem Powerup RNG, farming the first boss at Level 5 ends up being the most efficient way of maxing everything out early (especially the hit level [x] markers for the first few tiers).
Nov. 06, 2018
Rather disappointing that this game gets badges right before it's essentially made defunct and unplayable.
Jan. 09, 2015
As syr1 said, just about all of the problems/complaints of the first game haven't been addressed, let alone fixed.
Dec. 06, 2014
Interesting and fun game but the controls are very poorly optimized and can become almost unresponsive.
Nov. 28, 2014
Whelp lost a hardcore save due to Helmetted Soliders walking through walls. I think I am done for a bit.
Nov. 25, 2014
Few things that could be addressed. Hint list would be nice to see a general marker or updater to where they might be. Higher alts actually give less yield than sitting at the large+small lime region.
Oct. 18, 2014
Issues/Glitches - Unable to Skip end of level pieces if a bonus is being applied. This impacts lower-end computers to have a much higher inflated time playing (and potential loss of play) due to spending more time on the Roulette chest, 100% Crystal Bonuses, +Skill Transitions, etc. - Random Shop itemlevel being based purely around total cash gained (highly abuseable). Side Note Glitch: Having a Thunder Weapon to your Offhand forces the Thunder animation to have a permanent forced downward curvature that does not show targeting animations.
Oct. 06, 2014
Minor complaints: Slow computers will have flash die on them at the later levels, and while using the Meteor Powerup. Speed doesn't do much more than literally make *everything* come faster which is legitimately detrimental (see FlashCrashing for slower computers). Also, powerups more often than not will spawn inside obstacles, which is really rather angering. Other than that, it's a reasonable runner.
Aug. 29, 2014
I wouldn't mind the labpass ad so much if it wasn't 20% of the total arena time AND didn't overlap so obnoxiously that it still lingers after the next round started - AND you didn't see it after EVERY MAP ROTATION.
Aug. 23, 2014
Absolute trash hurtboxes. Bad Movement system. Older PC's are unresponsive and end up functioning about 7 frames ahead to get anywhere.
Aug. 14, 2014
Just a re-comment on what someone posted yesterday. To bypass this daily badge. Make your player name "almostpapa" - you'll be awarded with Register Biscuit, Pizza Lover and Pizza addict badges.
Apr. 26, 2014
Well nice to see that in tower3 you need frame-perfect hits on some things to get it right and it's just not possible on slower machines. Everything was fine up until that point.
Apr. 24, 2014
Stage 2 Challenge 3 Time attack is absolutely ridiculous. Every time there's like 5 that spawn at 2 seconds left on the opposite side of the screen or have a 2/3 split.
Minor Game Bug: If you use the Rush advance (Space) while under the influence of a Powerup and manage to advance to the next zone. The Powerup sound never stops. Ever. I Rushed through the 2nd zone with buzzsaw and had to listen to it through the 3rd zone and end of the game.
Mar. 10, 2014
Meh, UAV+Spares+EnergyShield Front liner is really all you need.
Mar. 07, 2014
Really? Having to spend $5 for a 5pt badge?
Jan. 20, 2014
RNG is one thing, but when you literally get 3 Planes to spam-smash your entire screen, 2 tanks and a helicopter all spawning within 2 seconds of each other. There's a significant amount of "unfun" properties that follow up.
Jan. 16, 2014
Dear JWolf: Pretty solid game, the farming isn't really "necessary" but it's a nice boon to people so that it falls under all forms between casual and non-casual play. I can appreciate that. My only real "grievance" is the spells. Some of them genuinely feel like they fall flat (the tier2 spells and the tier3 fire/ice spells primarily). All I've really ever needed was Frost Blast Maxed, Gargoyle Maxed, and the Tier4 spells for board clearing. This is mainly due to the fact that spell timers get reset when put on your spellboard so I really find myself essentially never using them. Is there potentially any way to expand the tools for spells so that a little bit more micromanagement can be involved on the players end to give a more robust experience? Thanks.
Developer Reply
I actually like the tier 3 fire and ice spells. For some reason, not a lot of people use Hailstorm when I think it's one of the better skills in the game! Hellfire is also incredibly devastating, imo. However, I'm going to have to leave the skill system as is. Obviously in the sequel (whenever that may come) I will rethink how the skills work because some neat micromanagement as you suggested would be a fun mechanic to have.
Nov. 17, 2013
NinjaKiwi has officially gone to full blown money grab status. How unfortunate.
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