Sploder > MRE

Editor Recruitment

Welcome to the current mainsite editor recruitment.

How to write your application:
For the beginning of your application, explain what you look for in featured games in a general sense, and what you think makes for a game that isn't necessarily bad but isn't quite feature-worthy (so don't just say a game that a brand new member put 10 fire trolls and then published).

Find one featured game (can be from any time) and one unfeatured game* that you believe is feature-worthy. Explain why you think the featured game received it's feature, and then why you believe the unfeatured game deserves a feature.

If the two games you chose are from the same creator, try to make comparisons between the unfeatured and featured game to make a case for why the unfeatured one deserves a feature, this part isn't required however.

There's no required length for your application, a shorter application isn't inherently worse and a longer one isn't inherently better, I just want you to say everything you need to explain your thought process.

*I'm aware that with the waning activity of games being made it may be more difficult to find unfeatured games that deserve a feature than it used to be, try your best to find one that you think deserves it but if you absolutely can't you can substitute the unfeatured game with a second featured game of a different creator than the first one you chose. This is only an alternative if it's impossible for you to find an unfeatured one though, don't start off with this route.

You can either post your application in this thread or PM it to me here or on discord (evil EK m&a#8265), whichever is most comfortable for you.

You'll be voted on by a group of recruiters and when we've reached a conclusion I'll tell you whether you pass or not.

If you fail voting you can try again with a new application whenever you want, I'm not setting a waiting period, but I would recommend giving yourself time to work on a new application instead of jumping back into it immediately.

Since it's unknown when geoff will come online and update badges if you pass recruitment you can ask me to feature games for you and I'll do it with no questions asked until your badge is given.

Good luck! If you have any questions about the application process or need something clarified ask here or message me and I'll get to you asap


Good application, I approve.

I don't remember whether you already recruited Editor Recruiters or not, but I'd be happy to help.


I liked the old recruitment better where you just write two reviews and get decided based on how constructive it was, whereas here its a regaular app and voting takes place, making it tougher to become an editor. Nvm. Also, finding unfeatured games that deserve a feature is no sweat at all. I have gone past thousands of such games.

When I look for a featured game, I look for something that is well thought out and well executed. This means that it had at least some planning behind it and wasn't just thought up and created without any pre-production. I think this is a major part of game development - games have many elements to them, and without planning (which is hugely overlooked), you are certain to either miss one out or execute it poorly. I base a lot of my knowledge off what I've learnt from my Games Design course in college thus far, though of course with Sploder's dwindling activity and lack of new games, we can be a little more lenient on some of these qualities. I realise this is already beginning to be a bit much for my first paragraph, so to cut it short, a feature-worthy game should (generally) have: some form of story for the player to follow, good visuals, unique gameplay mechanics and features. Bonus points for a neat thumbnail or intriguing name.

There are many games out there that are good, but no better than good. These games are not at a feature-worthy standard, but are not bad. To explain my thought process here, I'll be referencing my game Visualize. There are some things that I was really proud of when creating this game, most notably the concept. You control an equalizer with the keyboard and hit the correctly coloured notes. It's pretty simple, but not done before, and therefore scores points for originality. Unfortunately, the game didn't end up being featured, and it's quite clear why when you look into it. It misses a lot of qualities mentioned above, and it's all down to the planning. Because I didn't think about the game beforehand, it had these negative qualities: being rushed (made in 2 hours) because I didn't want to forget my ideas instead of just writing them down and expanding upon them, a low-quality story (though this, in this instance, wouldn't affect it too much), lack of scenery/detail attempted to be excused by the fact that it was intended to be styled like an old arcade game and, while the gameplay itself wasn't bad, the difficulty was unbalanced. With all of these could-be-better aspects of the game put together, it was just an average game despite the otherwise neat concept.

For the featured game, I've chosen Dream by lordeldar. Quality Arcade games are very difficult to find on Sploder and always have been. With its limitations on placement and objects, it is indeed difficult to use this creator to craft a feature-worthy game. Despite this, lordeldar managed to do just that. Dream had me interested from the second I saw the thumbnail; it's uncommon to see an Arcade game with a black background in the thumbnail, and it seemed appropriate for the name of the game. Since I do know that lordeldar is a rather good game maker, I know this was intentional (even if it wasn't, though, it's good!), which already makes me positive that there was some planning involved in and before this game's creation. This is the sort of thing creators need to consider. Details like the thumbnail can already make the difference between your game being featured or staying unfeatured, because if it doesn't look interesting, why would anyone (including editors) play it?

The story in Dream is very detailed and even links into the gameplay and scenery. The scenery in just about every part reflects the mood of the story while also fitting with the area it's in. The story itself is an original piece and a very interesting plot, which is usually the best you get on Sploder. But lordeldar doesn't stop there. The gameplay in every area is essential to the story, and the further you get into the game, the more you understand past events. For example, at the beginning, you fall and are attacked. Later on, as the story develops, you realise that these are the events that have happened to Ronald Jacub in his early life. In Dream, the story influences literally everything else in the game, and it's executed as perfectly as it gets on Sploder. It's not hard to understand but also requires the player to think and link events together, which makes it feel more interactive and the player really feels involved and included in the game.

Another hugely impressive element in Dream is the gameplay. One thing that I really enjoy is how it switches between two worlds regularly, mixing everything up, including the gameplay elements (since there are some objects available only in certain worlds). None of the objects or sequences are overused, meaning every section feels like a new experience. Dream is a perfect example of how the Arcade creator should be used. As previously mentioned, the Arcade creator is generally quite limited. Lordeldar has worked around this very well and has made parts that would otherwise feel the same as any other Arcade game unique. One of my favourite examples of this is the block section in 1-4. Instead of a vine appearing to climb up, blocks from the background break to a level you can stand on and you are then required to bounce up off the Helmut. It's little things like this that create unique experiences, and it's clear that lordeldar knows that. It's also important to keep the difficulty fun and fair while providing the player with some challenge, and Dream does that well. Arcade games (including Dream) tend to be quite long, so challenge is necessary, but not enough to infuriate the player to the point where they choose to quit. To sum it up, this is probably the best gameplay I've seen in an Arcade game because of its originality and how it's actually meaningful to the story.

And the compliments don't stop there! Dream's scenery is crazy good. Some parts look very slightly messy, but that really doesn't take away from the feel it gives off. I find it really interesting (and fantastic!) that the story links with practically everything in this game, and the scenery is no exception. There is a point in the story at which Ronald basically becomes depressed and spends 12 years in a cave. The colours in said cave are relatively dark/dull, which conveys the mood of Ronald. In fact, I would go as far as saying the scenery is quite boring here. Lordeldar shows us that boring doesn't always mean bad, though. All of the decoration is placed within reason, whether it be to convey the mood or to make it clear what area we're in, and that definitely requires some skill to do.

Dream has everything it should have. It has a detailed story, original gameplay (with consistently fair difficulty), scenery which sets the mood while also being appropriate for the area it's located in and was most definitely planned before it was created. This probably has to be one of my favourite games and it for sure deserves its spot on the featured list.

For my second game choice, I've chosen another featured game since I was unable to find anything that wasn't featured. However, to try and mix it up a bit, I tried to find an older game to talk about and why I think it still lives up to today's standards. That game is Through the Steel and Rubble 2 by giratina8000. A lot of people aren't a fan of this game, but when you actually dive down deep into it, you have to appreciate how well everything was done 7 years ago. The thumbnail has brown background that's not too dark but light enough for you to see the (what appear to be floating) dark structures that appear to be a factory or an evil base. The thumbnail provides a sense of mystery which, in my eyes, is very appropriate here as the player begins the game with no knowledge of their surroundings and slowly being fed information throughout the levels. It would be extremely anticlimactic for us to figure everything out from the thumbnail to then be told the story in the game. I think it might actually be a snapshot of one of the later levels of the game. Whether or not this was intentional or because giratina8000 didn't think to create a custom thumbnail, it certainly works well in this scenario.

Standards for games might develop over time, but storylines are timeless; a story today could be as good as a story from 30 years ago. This is a case with Through the Steel and Rubble 2. Don't get me wrong - the storyline here is nowhere near on Dream's level, but it's still good. There is something about this type of story in comparison to Dream (though it isn't necessarily better) that I like, and that's that you can add your own little thoughts, details and ideas to it because it's vague but not too vague. Maybe the evil villain has an afro, wears green sunglasses and has pink slippers. While you don't get too much information, I wouldn't say you get too little, either. Similarly to Dream, the story develops as you go. The storyline in Through the Steel and Rubble 2 is nowhere near as impressive and immersive as Dream, but it's good enough to hold up a feature.

In general, I hate platforming PPGs. That's just me personally, however, this one controls much better than most and is probably the most enjoyable PPG platformer for me. It felt much more responsive and I felt like I was in control, the way the player should feel. The player being a circle shape definitely helps and reduces the amount of times you get stuck, for example on ledges. Lots of games fail to mix the story and gameplay well, but Through the Steel and Rubble 2 doesn't. In this game, giratina8000 makes sure each obstacle makes sense in the location of the game (an enemy base). We expect to see things such as lava and various traps in an enemy base, and that's what we get. It certainly isn't the most original, but it fits well, and I think that matters more than originality (or we'd have another Visualize situation). Again, Dream is the superior game here by far, but the gameplay is good enough to maintain the feature it has. I liked the timing elements mixed in with the platforming gameplay. Together, they just worked. Having to time your jumps rather than just jumping around willy nilly adds to the stress and overall feel. If you woke up in a secret base in real life, how would you feel? Probably tense, anxious and not knowing whether you're going to make it. This is the feeling you get from Through the Steel and Rubble 2. The difficulty is pretty much spot on, too, becoming more difficult the further you get. It's pretty standard to do this, so I don't have much to say except that this box is checked!

In my opinion, for the time this game was made, it looks great! You get the right vibe from it and you really do feel like you're in some sort of base or factory setting. You may know that I'm a fan of the default PPG textures - when used correctly they can look great, and giratina8000 did not fail to impress. There are plenty of structures to be seen, collidable and non-collidable and I'm confident in saying all of them are well placed and fill up the perfect amount of space. An essential part to a game is being able to tell what is safe and what isn't and you probably already guessed that is no issue here. Giratina8000 uses default textures such as skulls to signify that an object is deadly and the player doesn't have to sit there questioning it. Through the Steel and Rubble 2 sticks to using the default textures as opposed to mixing them with graphics, which I would say only looks good if done very well, and I think giratina8000 has made a good decision to keep things fluent here. Another thing I absolutely love about this game compared to many others is how alive the environment feels; there aren't just static spikes but also crushers, spilling acid, etc. What I'm say is that it doesn't feel static unlike some other games. Dream has a natural advantage here because it has a lot of things animated by default, unlike the PPG, so I think giratina8000 has used what they've got well.

Overall, this game holds up its feature well 7 years on from its original creation. For sure this game doesn't have as much planning as Dream did, but I am pretty confident in saying it had some. Remember, though, Dream and Through the Steel and Rubble 2 are entirely different games in different creators, which both have pros and cons in certain areas. All in all, both of these games firmly hold up their feature.


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