Elastic Man gives you one thing: a photoreal 3D render of Morty’s head, floating in a void, made of something that behaves a lot like warm chewing gum. You grab it. You pull. It stretches an absurd distance, wobbles, and snaps back. Then you do it again.
There is no score. No levels. No timer, no objective, no fail state, and nothing to unlock. David Li built it for Adult Swim back in November 2017, and it has quietly outlived thousands of actual games since — because it turns out that a really good soft-body simulation attached to a really punchable face is all some people need from a browser tab.

Click and hold anywhere on the face, then drag. Release to let it snap back. On a touchscreen, tap and hold instead. That is the complete instruction manual, and the game never asks you to learn anything else.
Here is the part worth actually paying attention to: the face is not one uniform blob of rubber. Because it is a proper soft-body mesh, different regions deform in genuinely different ways, and finding that out is most of the entertainment.
Nothing ever tears. There is no break point and no way to permanently damage him — however far you drag, the mesh always finds its way home. Which is, honestly, why it is relaxing rather than mean.
The detail that quietly makes the whole thing work: Morty’s eyes track your mouse pointer continuously, no matter what you are doing to the rest of him. Move the cursor to the corner of the screen and he looks at it. Stretch his cheek out to twice the width of his head and he keeps eye contact the entire time. It costs the developer almost nothing to implement and it transforms the toy from a physics demo into something that feels like it knows.

Every pull triggers a wet, rubbery squelch, recorded by Dolphin Club Audio for the original Adult Swim release. Play it muted and it is a neat graphics demo; play it with sound and it is a completely different experience. Turn the volume on at least once.
Elastic Man is a WebGL piece, so your browser is talking to the graphics card directly — no plugin, no download, no install. Underneath, a soft-body simulation resolves the whole face mesh every frame while custom shaders handle how light falls across skin that is being pulled out of shape. That is the reason the stretched surface still reads as skin instead of a rubber sheet, and the reason a 2017 web toy still looks better than a lot of things released since.
Loads instantly, needs no account, and asks nothing of you. Open it, pull a face around for ninety seconds, and close the tab feeling inexplicably better.