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May. 18, 2012
Needs badges.
May. 13, 2012
I, uh, I guess I really don't know what to say here. I've never been the kind of person who plays games for the story, especially not Flash games on Kongregate (which are basically all I play :)), so I might have been a bit skeptical about this when I first started it; I guess the best thing I can say is that I now feel quite bad about that. I won't call it "perfect" -- nothing's perfect --but I've never teared up over the plot of a game before. Maybe you rediscovered some lost art of making games with good stories, or maybe you just made a good game using tools that were there all along-- regardless . . . I love it.
May. 10, 2012
Whoah, what? There are badges now! Sweet!
May. 06, 2012
I've never been much of a fan of shmups, but I like the unique feel of this game-- love the art. Difficulty seems about right, too. If you're confused by the lack of a "save" button: the game autosaves after every level.
Apr. 22, 2012
It'd be nice if there was a tab that displayed what you had the items to craft . . . scrolling through the whole list is time-consuming.
Apr. 20, 2012
Hey-- unlike all the other "energy-based" exploration MMORPG's on Kong, you can actually play this one! For extended period of time!
Apr. 14, 2012
The recharge time for Energy is pretty annoying-- and obviously designed as a "pay to win" cash grab --but if you accept the fact that this is a game that you can really only play for a few minutes a a time, it's a pretty good diversion-- the graphics aren't bad, and the storyline seems alright for now.
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