Lots of potential for a great game, but ends a bit too quickly, I hope to see it updated soon and would love to return to it once there's more content.
I'm enjoying the game, the only thing I would change is rather than unlocking monsters or "denizens" for multiplier points you could add different playable characters, or different versions of the ones we have, with different cosmetics or even changed stats.
I would love to see the features of this game put into a progressing game, like the story modes of the thing-thing series. Using all these cool weapons would feel much more gratifying with some sort of objective.
I enjoyed it up until one point which was frustrating enough to ruin the experience despite otherwise fun gameplay, style and voice acting:
when you get to the "new" levels you're supposed to teleport across 3 platforms which open up one after the other. BUT there is a delay between two teleports, which doesn't seem to be calculated into that puzzle. I'm not sure if this is because you can't teleport mid-air after a teleport, (although I always aimed right on top of the platform) but after dying approximately twenty times despite clicking on the next platform before falling into acid I left this game, not likely to return soon.
Too bad, I liked the voice acting and Portal references.
Like some others pointed out I think lag is a major issue. The game itself is fun, but the framerate drops become really distracting, especially if I want to play for a longer time.
Recognition of some button sequences is quite bad, I literally couldn't kick the scorpion five times because I pressed the right button a bit too early or didn't press left repeatedly five times quick enough. Then I actually said screw it, but I wasn't talking about the scorpion.
1) The sliding-boost mechanism is not explained anywhere, yet you NEED to use it to get a head start, otherwise patterns placed to slow you down will mean your death.
2)Often you have to use this exactly timed jumping to jump above a huge electric fence, or whatever the hell that is, but it only appears on the top of the screen AFTER you already jumped and let go of the space key.
3) The visual style reminded me of a far less detailed Final Ninja and
4) There is just about no variety in the gameplay.
Overall I think this was supposed to be like Canabalt, using the one-button mechanism, but is nowhere near as good.
Loved the way the puzzles were designed, good art and the way the hero doesn't quite get what he wants after making it through the maze reminds me of "THE CAKE IS A LIE"
The whole game was great and definitely one of the best point and click adventures I have played, but I don't quite understand the logic behind the lock numbers, which took me several tries. Do those numbers have some meaning I missed?
It's funny how a game meant to criticize other games turns out to show how stupid some players can be. I was honestly shocked to see no one got the joke about zombie shooters being generally pointless.
I actually liked the game because of its simplicity, although the fact that it has "De Blob" in its name, I expected it to be De Blob gameplay-wise as well. Plus the challenge is bugged: I had to save more than 200 Graydians to finish it.
Enjoyable kart game, although everyone seems to be upset about the Mario kart- type gameplay, I think it has become its own genre. My only complaint would be that in some cases the ground of the first level turns invisible. Other than that glitch this game is the way it's supposed to be: nothing too new, but it does everything it has to.
This game is very much like one of Cactus' games called "Ultra Mission". It's featured in his 2nd arcade pack, and the explosion mechanism is better in that one in my opinion.
I loved the entire thing, and it would be great if there was a sequel/further developed version with, as everyone else says: more ships and a longer story mode.
I like the idea of making your own story out of pictures, rather than text as it used to be, my critique would be however, that some of the pictures, especially at the two grey ends are too abstract and hard to figure out. While it does give the player a greater freedom of interpretation, you have to include some guiding line, so that we can make associations with it. Overall: good game, but better concept.
I really like the idea that you can connect your Elements and Kongregate account. Also, for anyone just starting out take a look at the elements wiki site, you'll find loads of guides on how to make money and build decks.
We're working on it - gamedev takes time, but we have an update plan for several updates and lots of cool new features!