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Game comments and reviews
Dec. 30, 2010
I like the mechanics and aesthetic, but the game feels a little rough: 1โUsing decals for special surfaces (electric, oily, etc) isn't very pretty and is harder to see. A little geometry would go a long way. 2โLevel design felt a little unpolished. I seem to have bypassed a stretches of level by accident when my gravity power died. In level 2, when trying to explore what I missed, I ended falling the beginning, having to run back through the level. Of course, a wider variety of textures might've made it easier to spot the beginning from afar. 3โOn my speakers, the footstep sound is disproportionately loud and grating. Is there any way to change the step volume? 4โThis may not be your fault, but the Unity player crashed (due to a "fatal error") while I was mid-air, bouncing on a trampoline. After the crash, pressing Escape did not return my cursor, and I had to restart my browser. These issues aside, I look forward to playing a more polished final version. Good luck!
Dec. 02, 2008
Cheers on making it into the top three; Elastic is a very pleasant game. I'm surprised you aren't able to make further alterations, though. After you click "Edit" under the game in your profile, is there no link to the right of the "Edit your game" form that reads "Upload files for Elastic"?
ASTROCAT: Excellent work. Judging from your second comment, the issues are quite probably in the way I've handled the difficulty ramp and/or weighted probabilities, both of which are under revision. Thanks for noting the details. DANTE: Adopting smaller hit-box is a very sensible suggestion, particularly given the average score on easy. I'll shrink it in time for the coming update.
CaptainSpaulding: You're on the right track. Status Update is intended as an epilogue to a more ambitious shooter, one that should have a bit of a story arc. As such, Status Update probably won't have any plot development itself, but I would like to make evidence of its past clearer. In concept, the program has been discontinued. A screen for the lingering memos is a feature I very much want to add, but it probably won't make it into the next update.
I very much appreciate the comments, suggestions, and high scores. Thank you for giving the game a try. Regarding the volume of enemy shots and ease of dying: it's intentional. If it would make the game more approachable, I could develop a training mode that reduces the enemies' rate of fire and rounds per burst, or maybe just disables the probe's destruction. Let me know if this sounds appealing. As for the audio, I was trying to continue the retro feel, although perhaps I went farther back than bullet-hell games actually do. I rather like the lo-fi square-wave monosynth sounds, but I also like the idea of offering an alternative sound scheme. Music is in development, but thus far I've been adhering to a strict square and saw-wave aesthetic, which is in a similar vein the "beeps."
Nov. 29, 2008
Ah. I seem to have fantastically bungled the Kong API bits, as every action that calls them has lost functionality. I'll have to disable it and take another look after a bit of sleep.
hmm. can you elaborate on the errors? there are only three that are intentional
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