Video Game / Legends Of Kong
Legends of Kong
is an online
2D Flash Action RPG
game developed by Nerdook
An unnamed city has devolved into chaos with the people seeming to act as brain-dead slaves! As well as other creatures being released into the fray — all with the same goal in mind, attacking unsuspecting citizens. You play as Jim Greer and his party of fellow unaffected civilians, hoping to destroy the twelve transmitters scattered throughout the city to free the populace of their mind-control and return the city back to a state of relative peace. Lead your party across a fairly large randomly generated city, and traverse across twelve zones (plus a final zone) the way you wish to. You can play violent by slaughtering everything that comes in your way, stealthily and pacifically by avoiding everything, or anywhere in between. With ninety-six upgrades to buy, thirty-six weapons to arm yourself with, several badges to earn, and a variety of characters to have in your party, can you save the city from a strange and shady villain?
This game can be played at here
Legends of Kong provides examples of:
- Action Bomb: Slime mutants explode violently when you kill them, making it a bad idea to use melee attacks on them.
- Brainwashed and Crazy: All of the people of the city who are hostile to you have been brainwashed by GlobalTek Industries' equipment and experiments.
- Canine Companion: With the "Canine Friend" skill equipped, Oliver the Kongredog will follow your around the map, attacking any alerted enemies.
- Critical Hit: Here, they melee criticals can do up to 200% more damage and ranged criticals can do up to 200% more damage, and buying certain skills increases the chances of attaining one.
- Critical Status Buff: When you have the "Revenge Rush" skill equipped, when your health drops below the 25% threshold, you deal 200% more melee damage.
- Double Jump: By default, you are able to jump twice with no height penalties between the two jumps. The equippable skill, "Power Jump", boosts this ability by allowing you to jump twice as high.
- Elite Mook: Any of the uniquely named enemies (or mini-bosses to be exact), mercenaries, and all super-soldiers. Though, the former's spawn rate is very low and when you reach a screen where one is located in, a warning message will come up asking whether you want to battle him or her on, or attempt evasion (50% chance normally, or 100% chance with the "Sneak Expert" skill equipped). Once you are spotted by the elite, you cannot leave the screen without taking every Mook out regardless of how long you hide and wait (for normal enemies, the time is 10 seconds).
- Final Death: Until you attain all four green badges, any character other than Jim Greer once killed, will be removed from the party. Once the four green badges are attained, the only way to remove characters is to manually kick them out.
- But at the same time averted, it is possible to find them again if they're "killed"
- Gatling Good: One of the strongest weapons in the game is the minigun, which is unlocked very late in the game.
- Good Old Fisticuffs: You begin the game with your primary weapon being Fists, which quickly get outclassed by almost every other weapon attained. However, with certain upgrades, they (along with Brass Knuckles) can become rather deadly and effective weapons.
- Goomba Stomp: The "Impact Landing" skill allows you to deal damage to an enemy when you land on top of it. It even non-lethally knocks out humans below 0 HP.
- Healing Potion: Or in this case, health syringes. You can only have a maximum of 2 on hand (any more collected will be automatically used), and when used, they restore 50 HP. By buying certain upgrades, the maximum number of syringes and amount of healing increases. Moreover, by having the "Auto Healing" skill equipped, you will automatically use a health syringe (if available) when your HP drops to less than or equal to 0 instead of normally dieing.
- The Goomba: Citizens. First encountered in zone 1, they do negligible damage to you, their walking and attacking patterns are simple, and can easily be taken out in a few hits (regardless of zone) - even with the non-boosted Fists.
- Invisibility: The "Cloak Trigger" skill once equipped, allows you to become invisible to most enemies once per screen for 1.5 seconds (twice as long for Sarsy) by pressing C. If you take damage while you have one usage left, you get three seconds of cloaking. With the "Sneak Expert" skill also equipped, the "Cloak Trigger" skill can be re-triggered every 10 seconds.
- Instant Sedation: Subverted here. The crossbow can fire tranquilizer darts. However, any enemy that is hit by one will not instantly collapse but, will eventually collapse depending on the enemy's current health. It still acts rather quickly though.
- Katanas Are Just Better: Subverted. once the katana is acquired and equipped, it provides a significant boost to your melee DPS compared to the previous equipble melee weapons. However, it is only the fourth strongest melee weapon in the game. On the other hand, the katana is the fastest melee weapon in the entire game, which makes it work wonders with certain skills - leading it to be the strongest melee weapon in certain circumstances.
- Mecha-Mook: All enemies that are mechanical. The ones encountered are security droids and hunter seekers,
- Mega Corp.: GlobalTek Industries. They are the main source of trouble for Jim Greer and his allies, as well as devolving the city into a state of chaos.
- More Dakka: There are lots of automatic guns to choose from, as well as skills that let you shoot faster, reload faster, and carry more ammo.
- Names to Run Away from Really Fast: Hellraiser is a survivor who specializes in heavy weapons and explosives.
- Pacifist Run: It's possible to complete all zones without killing anyone. In fact, it's required for achieving all badges as well as getting the $150 bonus per zone. Unfortunately, this means using only non-lethal weaponry - if a lethal-weapon is used on a living-enemy, then the pacifist run is void. Moreover, non-lethal weapons are usually the weakest ones available and are partially hard to aim. Thankfully, mechanical enemies don't count in these runs.
- Pistol Whip: An equippable skill that lets you use your gun to push melee attackers away. Very handy for keeping them at a distance while you shoot them.
- Poisonous Person: Slime Mutants and Flying Mutants all have the ability to use acid-based attacks. The latter once defeated explodes into acid, and the latter spits out acid. Technically, almost all mutant enemies have poison or acid based powers.
- Power Fist: The Power Glove.
- Randomly Drops: Chests usually contain money and/or ammo. However, a few of them contain an upgrade that permenantly boosts your maximum health by 2 HP. And a very minute percentage of them contain an upgrade that increases your maximum melee and ranged damage and DPS.
- Randomly Generated Levels: All zones of the city are randomly generated. There are some similarities in terms of level design (the latter the zone, the bigger and more complex the generated level is) and enemy difficulty and placement but, for the most part, it's random.
- Regenerating Health: You health will slowly regenerate when outside of combat to the nearest quarter maximum total. If you have purchased the "Syringe +1" upgrade, then it will also slowly regenerate during combat.
- Shout-Out: You fought like a dairy farmer!
- Taking You with Me: If you die with the Kill Trigger skill equipped, every nearby enemy will explode and give you a cash bonus.
- Videogame Caring Potential: All of the zones can be completed without having to kill anything. In fact, there are achievements for achieving a pacifist run, money bonuses for leaving survivors ($150 for first completing a pacifist run in a zone, and the survivor bonus can be raised), and certain zones become easier to complete. On the other hand...
- Videogame Cruelty Potential: The zones can also be completed by murdering everything hostile in sight. Like with pacifist runs, there are achievements for attaining a "wipeout", money bonuses for each hostile killed ($150 for first completing a wipeout run in a zone, and the kill bonus can be raised), and certain zones become easier to complete.