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Ako

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A member registered Mar 26, 2026 · View creator page →

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industrial, like the industrial revolutions, (basically, when factories)

it being based arround industrial sounds cool

also important, when the huge update drops, you should probably edit the images of this webpage, they still have 1.0 mechanics in place like surviving 10 minutes then fight boss, and the old background (tbh im really excited for this update seeing as there is a giant version skip 

also excited for the probably  pretty big update log lol

the exact day i check is the exact day you return, what luck on my end. im very excited to see the game being revived and seeing that theres been big updates makes me pretty excited to see whats to come, i wish you all the luck!

i love this game im just too bad at it to leave a review

no problem man, fun game you are making

ooooh, i think i get it. seeing as the download thing only opens up png files i was like "oh must be offline game" but i see i see, interesting stuff

played through it, got through all the systems, then prestiged bought some stuff, decided to cut it there. positives: this game is very fun and not too hard to understand. i like all the systems like dyson or megastructures. ill give some problems i have. 1. after the first system, you can kinda just just mine iron, buy all the materials you need, go to the sun of the system, and escape. 2. its also just very easy to buy all upgrades imediatly since iron is very easily obtainable and the other materials you can just mine in 20 seconds 3. theres no tutorial, i hope thats planned to be added seeing as i didnt know what dyson and megastructures did until i beat the game. for the rest. i do really like this game

to make sure i understand, this is like a paper cutout for a dnd sort irl tabletop game?, cool stuff

small hint, if you ai generate like the feature list in your advertisement, less people will download it in general

ok this looks cool, i didnt actually expect it to be a nes game,  so cool stuff

these look cool W

Hello, this update is amazing, really makes the game feel amazing to play (also cool map designs, i love em) Also thanks for mentioning me in the patchnotes!!! : ). to be honest, i did not find a single glitched damage or mechanic in the game, so applause to you!!


visual bug: the card that increases damage for repulsion burst shows a timer in seconds instead of a damage value

design bug?: currently, the maps have 1 big issue, there are locations where you can afk and not get hit, because the enemies get stuck. one fix would be to make them go through walls (although that would feel kindof ominous)

i really like the ui changes and the save file systems, it makes the game feel more like a  game and less like an arcade game.

im suprised you got all of this out so quickly from the devflog, congrats because it is a great project and fun to play.


personal recomendations (general): buff meteor, it does no damage lategame because you cant directly buff its damage or unload speed.

change enemy spawning: make enemies despawn when far away and appear close by, best in a circle formation so they player cant run away all game (the reason why that used to be dumb is because you had to defeat that 13 minute boss so you want your level ups, but with  times survival you dont want to play tag)


i decided to use the afk trick in the boss and see if i could destroy difficulty stat, heres my results: after 10 minutes, the boss spawned. OUTSIDE THE MAP. apperantly by being on the edge of the map the boss decided to spawn out of the terain, which also makes the bossfight, free. 

playing the boss without glitches is very fun.

All in all a great update!! wish you luck on .4


2 final things: 1. if u need an older version of the game for a reason, i have them all archived so thats just always available. 2. i'll probably mod this game by adding more levels and/or some sort of ultra hard final boss

oohh interesting, i really like to see the future updates haha

hey!, nice ideas, i didnt notice you made a 0.3 dev note, (obviously i like the balence fixes thats already a given). but this nodes idea, i don't fully understand it yet, but it seems like the game will have levels where your powers carry on across levels. that seems like a great way to scale the game, i like the idea of cool update news (i personally recommend adding the version number in the corner of the game on the title screen so it is still clear which version you are playing. in general i really like this idea of an overworld, i imagine like the super mario world overworld map. for the rest this sounds like some nice things that could turn elementalist into a modern game instead of an arcade game. (also when it comes out im definitely modding it haha (i like doing that) )

No problem, I wish y'all the best figuring out what i've done haha, I just really like this game and wish the best!

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Ako-udagawa/modded-elementalist, here i have all the files, i had to decompile the game a bit to make it possible to work with it, also i give you full permission to use parts of my modded code in the game, i see no problem with that.  (with credit ofc) PS. i am a spaghetti coder as they call it, so sorry in advance if its hard to read

things that i did: 3x enemy spawns, new shooter enemy, added  i-frames and stopped collision between player and enemy, added an immortal mode for testing and you can force a level up in that mode by pressing 0, lastly reworked the final boss, now it moves slow but dashes, has an attack that hits infront and a mega laser attack (not shown in video but the laser attack is dealy) lastly capped health gain per second at +5

i have no idea how im gonna send you the file, my discord is @ako_bandori if you want contact. i have actually been working on the mod for arround 5 days. and it is finished. 

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no problem, i really like this game and love to see where this goes! (also im definitely gonna try modding this game for fun)

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no problem!, i really like this game so i try my best to help, although three thing i had was (as written in my previous comment) repulsion burst is currently the strongest attack in the game, which feels off.  how does difficulty stat work? and what will be done with the final boss in the future?

well, the editor feels way nicer to use now, and being able to play in japanese is a great help, all around i like it

here under my general thing: HP currently feels useless, i don't upgrade it at all in my runs. because most of the time if you get hit, you get hit by like 20 enemies in a group and that one shots you no matter what, getting hit by one enemy doesn't matter because regeneration (even +1) is insanely good. the only way i could see this fixed is if regeneration started at 1 per 3 seconds and enemies hit harder. (that would only apply to a higher difficulty (i assume thats a thing because of the difficulty stat) otherwise the game becomes too hard for casual players).  that is the general section

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(also in this review i called repulsion "pushaway" but same thing, in the reply to this comment i also wrote some general things that don't specically matter to the update)

my review of elementalist 0.2. (i was gone for a week and i didnt see the update) In general an amazing update that gives some personality to the game, the little eyes and mouth add so much for so little.


most bugs were patched and that's great, 1 bug is that the pushaway ability has old damage scaling, meaning it stacks exponential and making it the best damage dealing thing by far, it is almost needed because you just don't have the damage to clear enemies.  also just like freeze ray used to do, pushaway also triggers without anything its in detection range. (i know this is intentional, but i personally recommend only making this upgrade available at level 16 to balence it out a bit better, other wise people try to run up to the enemies to push them, it activates early and your just dead)

the final boss is the thing with the most issues right now, it is very boring to just tap backwards over and over because if your speed is +30 or higher you outrun the boss completely, also it's hp is so high it took 13 minutes to kill, without there ever being a threat of death (personal recommendation would be wayyy less hp but it can attack with projectiles or a dash.) one inconsistency is that the final boss does get damaged by freeze ray but not by pushaway. seems weird to make one deal damage and the other not.)


there seems to already be a difficulty stat but i have no idea how that works.

for the rest i really like this update and the fixes to damage scaling and other bugs that got patched (i didn't even mention this in my report but its no longer possible to clip out of the map so im glad thats fixed). i really hope to see where this game leads to!!

(also thanks for adding me to the patchnotes <3)

not me realising you can block in general just now haha, but no thank you for reading my comment

writing (sfw version)implies a (nsfw version) that worries me 

i played through the entire game, although i see a comment talking about the difficulty, i think it works fine for a metrovania game, although i do think rewarding hearts for doing little side things would be really cool. for the rest this game feels amazing to play, the first boss is probably impossible damageless because its split attack is also the first of its kind in the game and not dodgeable  (the basic shooter enemy comes after), the editor is amazing for pros but i feel like a beginner editor that works closer to mario maker would be of great help for people just looking to make a simple map, i do love the art design. a very solid game, have had a lot of fun just messing with the basic stage in the editor

also found 1 more bug, the bug is the "current cooldown" on the upgrade cards is actually saying what the cooldown will be.

glad to see some of my recommendations made it into the devflog, excited to see how this next update will compare!

you made an anti-slop game written by ai, that isn't just funny -- that is irony

My review of Elementalist: This game feels really chill to play. 1 things i noticed bug wise, the ice beam shoots even when it can't reach anyone, that feels like an unnecesary projectile, for the rest. the game is fun, i like the way the enemies have collision so they can trap you in a circle so you have to be carefull with your movement, another tip is being able to play with the arrow keys, currently the grip on the keyboard is pretty akward since you are also trying to hover your mouse above the enemies, i know that this is bassicly a test build. But the game feels nice to play and i love the upgrades you can get. (although be carefull with the card that makes the fireballs exponentionally stronger, the fireballs one shot everything in my run). and lastly the enemies could have different pathfinding for less enemy clumoing, for the rest i like it 4/5

oh, thats the font chatgpt uses in python scripts most off the time, but a unique font can always help no matter what!

this looks pretty cool, i do recommend changing your font from the chatgpt font haha (i still use that font and people always assume ai)

i should have probably checked before making something with the same name

Games are going downhill fast, this game is showing off how games will look in 2050. It came to me in a dream, literally.: Frogger 2: electric boogaloo by Ako it's free and it is so bad it isn't even good.  oSvrSb.png (916×945)

i mean, my name is ako, so im gonna say ako