Sunday, December 7, 2008

Results: Do you think KCG should have holiday banners?

The results of this poll show that a shocking 196 users feel that we should have polls, that's 83% of the votes. For thee other 38 users, might I ask why you feel that we shouldn't? Just curious is all.

Expect a holiday banner up soon.

~hokage4354

Saturday, December 6, 2008

Review: Rage 3

Rage 3 can be found here!

Audio:
Nice music, but it can get repetitive.
.8

Graphics:
They are simple, but well done and suitable for the game.
.8

Gameplay:
The controls aren't the easiest, but they are ok. I'M RAGED! That's how the game goes. Just smashing your melee button and it's done.
.7


Originality: Truly original to previous Rage games. Just smash them all. :D The shop is gone, but it is replaced with Arcade mode, which you can unlock by defeating level 2. Weapons can be found in the levels.
.8

Difficulty:
Some of the bosses are too hard. For example, level 2 boss takes couple of times to beat with only melee, and also it's not a good idea to just shoot around every time.
.8

Overall: 3.9 A great game.

Tips:
Just keep attacking, this game should be fairly easy to beat.

Remnants of Skystone Video

This is an official video from Flipline Studios about their premium game, the Remnants of Skystone.



http://www.youtube.com/watch?v=kv6wwUGANqU

Friday, December 5, 2008

Review: Mud and Blood 2

Mud and Blood 2 can be found Here!

Audio: I really like the sounds in this game, and the main menu song is good too. I really feel like I'm in a WWII battle zone.
.9

Graphics:
I would totally give this rating a full score if they were realistic to match the audio. The graphics are still good nonetheless.
.8


Gameplay: I am I fan of the game, and this is one of those great games where you can come back to it and still have fun like when you first played. I love how realistic this game is to the actually war.
.9

Originality: This game is really original, no doubt about it. It's just a shame that this game is so underrated.
.8

Difficulty:
At first I thought this game was near impossible. After played for a while longer, I found some strategies that were great and now see that the game isn't all that hard as I thought.
.8

Overall:
4.2 An awesome game!

Tips: Save up is something you need to do the whole game along with pick up any packages that drop. Buy frags for all of your starting solders. Eventually buy a medic, then an engineer. Buy a trench and have all of your guys hang their. Then buy the bomb shelter and place it near the trench. Continue purchasing another few soldiers, upgrade your current ones, and by a gunner and a launcher. Be sure that your vital people are in the shelter (medic, launcher, and a gunner or two). Then buy a signal guy. Another trench. From here just distubute your solders thoughout each trench, and as stated, keep vital people in the shelter ahead of time. (This would be any medics, engeneers, signalers, captains, launchers, gunners, or high ranked soulders.)

I found a good thing to do in the trench formation is to have a setup like so:
Snipe, Tommy gun or gunner, injured soldier, medic, injured soldier.

If you have no injured men, then don't worry about who's near the medic.

Depth

Hey guys,
Today, I'm going to talk about depth and why it's important.

Flash games are rapidly evolving. Graphics are getting far better and lots of game developers are trying to find unique ways to do something. One aspect of games, however, is not stressed enough in games. Lots of games, especially some popular games, lack depth. Depth greatly increases replayability and adds another element to the gameplay that a lot of flash games lack. It emphasizes skill over mindless shooting. So what exactly, is depth though? Depth in a game would be having multiple ways of doing something right. What the heck does that mean? Well I'll show you a couple examples of what a deep game is and isn't.



Desktop Tower Defense

Desktop Tower Defense used to be the highest rated game on Kongregate, and it stayed there for a VERY long time before falling to Gemcraft and Sonny. Hardly any games could be more deserving than DTD for the highest rated game on Kongreagte. DTD revolutionized Tower Defense games by adding an extra layer of depth by letting the player build the maze. Also, the towers are well balanced and almost equally useful. Because of the balance, how well you do in the game is from how well your maze is built. It's also deceptively simple, since all you do is build towers and upgrade them.


Of course, it suffers from some problems, such as needing to focus some towers on flying creeps. Still, on a depth scale, I would give it a 4.5/5.



Gemcraft
I'll be honest here: gemcraft should not be one of the highest rated games on Kongregate. In fact, I think the creator should leave the industry for forcing such a crappy game on us.
A Jayisgames.com review cites Gemcraft as a great example of innnovation and depth. Depth? Yeah... no. Depth comes from giving the player possibilites. You could argue that there are multiple ways to build up towers in Gemcraft, or that the Gem system is deep, but there's nothing to it at all. Your defense should only be built one way: Clumped up and moated all around. Only gems of the same color should be combined. There's no depth at all; instead, we get this crappy illusion of depth that's not really there. You get power ups from the RPG elements in Gemcraft, but RPG elements kill strategy. The long campaign only makes things worse for you, since on every dang level, the same, boring strategy is the same across the game.
Gemcraft is essentially the opposite of DTD: Forms an illusion of depth, but underneath, there's nothing there. On a depth scale, I would give it a 1/5.


IMO, KCG should start rating games' depth along with everything else rated. It forms the basis for a lot of other things that are already rated.

So, now knowing what a game with depth is, how do you spot them? If the game is repititious, it's not deep. If guides outline a single, right way to do things while saying that every other strategy is complete crap, then the game's not deep. If the game forces you to think in different ways with each level/wave/whatever, then it is deep.


-Paul (aka EsIeX3)

Wednesday, December 3, 2008

Starland Multiplayer Tower Defense

This is a guide by Kryn for Starland Multiplayer Tower Defense

Starland Multiplayer Tower Defense

For about a week I
found it hard not to play this game. For those who like Tower Defense games,
this really is addictive… The idea is that there is a vertically-oriented
“battle-ground” in which 2 players share one of half each. Every round each
player has to fight a handful of different types of enemies and the victor is
decided by who is left standing (or who lost by the least)!

I’ll
try to talk you through the basics and give you some information on the key
enemies and towers of SMTD (I insist on calling it such, as opposed to STD :D
).

The Gameplay:
Each round consists of 2 stages:
1. Building
Stage: This is where you build/upgrade your towers in order to best withstand
the incoming enemies! You can also choose to send out “Extra” enemies. Unless
your more advanced and know when you can wipe them out, don’t bother!
2.
Attacking Stage: Just sit back and hope you did what it takes to repel the
incoming wave as you watch your towers fight for survival!

The
Fiends:
Here is the list of all the enemies you’ll have to face! Note that
their level (and therefore Health and difficulty to kill) depends on the level
you’re up to. Each level is made up of a couple of waves, usually one of each of
the different types of enemies.
Tip: To find out which wave you’re up to,
look under your list of towers to build and see the price of one extra “fiend”!
(Divide boss-prices by 20.)
- Normal: These are your favourite, average
speed, average health and can get slowed down.
- Fast: These are just like
the normals except, well fast! These can be annoying later on.
- Frost
Resistant: When it comes to not being effected by your freeze-towers, these can
be just as annoying as the fast ones, but not in the early stages when you don’t
use them.
- Flying: These ruin any solid ground-based strategy as you have to
take in account the enemies that fly right over your maze.
- Boss: These
vary, taking the form of all the above enemies.

Towers:
This is
the list of Towers that you can use in order to stop the oncoming waves of
enemies.
- Debris: These are the cheapest of all. Average Attack speed,
normal damage. Upgrade them fully to make “sniper towers” with HUGE range.
Prefect when both you and your opponent are making long “mazes” as you can
utilize both sides as a maze.
- Lazer: Very fast and decent-hitting towers.
Great against land and air enemies.
- Missile: Sorry – who ordered the
missfail launcher? No seriously, numerous people ues these but seeing as their
slow with average damage and they can’t hit air-enemies? No thank you.
-
Super Shockwave: This tower can hit as many targets that are on “land” and in
its small radius. Not worth the price I believe.
- Freeze: This one is great
later on when you need to freeze enemies to slow them down so that your “big
guns” do a LOT of damage.
- Anti-Air: This can only attack air-enemies and is
not that useful at first but later on down the track it becomes
essential.

Strategy:
Start off by playing intermediate to
higher-level players so you can see what a good maze is, and what an
in-effective one is as well. Start to learn about timing, because this is the
key to winning.

Once you have a good maze set-up, learn when to
place which towers. There are many options available to you so it’s a matter of
practice and preference.

~ Kryn

~hipcheck

Monday, December 1, 2008

Partnership: KCG and Kongregate Daily!

I released a new blog today named Kongregate Daily. KD is partnered with KCG, and they each serve a different purpose. For those of you new to KCG, it is for game guides, reviews, walkthoughs, and much more. On the other hand, KD will be for polls in Kongregate forums, and user opinions and such. As you can see, KD will be a user opinion type blog that will have all kinds of polls about some-what random things.

I hope Kongregate Daily goes well, be sure to check it out.

All the best,
hokage4354

Juju

Busy weekend, sorry about the late guide guys
Stats
HP: 80
Physical Defense: 0
Light Defense: 4
Dark Defense: 5
Innate Ability: 25% chance to heal the first debuff you have in your stack.
General Use


Curse of Juju guarantees 20 damage against the enemy, but the damage takes place the turn after. It's great if you don't have energy for any other move. Hex is his real power move, dealing out 8x5 dark damage for 30 energy. Touch of Doom can be used as an intimidator at close range so that the enemy moves far into Hex. If Juju's health gets dangerously low, he can use Healing Touch to get his HP back up.

Juju's a pretty peculiar character to play. Low damage + healing make him somewhat tank-ish and a really slow character to play. It's easy to waste the enemy's energy by threatening with Touch of Doom. His moves are efficient, costing >= 30 energy for his main moves.

Suggested Items

Elusive feather: Juju has fairly strong defense with the exception of his lack of physical defense. This remedies that.
Death Mask: This lets Juju do a Touch of Doom, regardless of whether or not he dies.
Girdle of Iron Will: Lots of enemies will try to stun or interrupt you if they think you're going to use ToD. Wearing an Iron Girdle will get rid of this threat.

Notable Matchups

To be honest, I don't know any amazing matchups. The only one that could be remotely close to amazing is how Cornelius can destroy Juju.

See Also

http://kongregate.wikia.com/wiki/juju