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Topics - rediculous

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1
REVIEW

Game: CinderBlocked
Format: Platformer
Creator: Ethgamma


Pre-Thoughts:
Engaging variety and refreshing complexity make CinderBlocked a supremely rewarding experience, once you come to grips with it. The game is noticed quickly to be challenging, well for me at least.- Give me a second, I've got to get a nice cold drink of water.. - Alright back to topic. The Platformer has all the elements that an amazing puzzled game should require, witch is great amount of depth and variety, gameplay encompasses a wide range of playing styles, match flow varies hugely from game to game, RTS and SPS elements are both exceptionally well-handled. What it wasn't taking good place of was something most games don't notice to do in Sploder, witch is not enough levels. The lack of hands-on effort makes matches initially intimidating. Makes more of the show of giving this a so-called ' Short Game '.

Some games are easy to pick up and play. Others require you to learn, improving and developing skills as you go. The description and the story line was great as needs to be put out as a series game. Much respect for this gamma. Hehe, ahh my jokes are just terrible....

CinderBlocked is a game of hints and allusions, a game where you're never sure what's going on or what's coming up. The story of CinderBlocked is revealed in little snippets upon completion of a level; nothing is made too clear right away, because this game is all about revealing (or, more accurately, protecting) memories in the mind of a little pix. As you progress, more and more is revealed about the characters story, what happened to his/her memory, and who he/her actually is. In a small way, it's quite compelling, like an After School Special with tower defense gameplay thrown in. If you know what I mean *wink*. Ahh I do have a dirty mind.

Difficulty/Puzzles:
Like in most puzzled games, the gameplay of CinderBlocked is pretty straightforward: on one side of a path (or multiple paths) is the memory, your home base. On the other side is a nightmare key switch that, at regular intervals, generates skull doors puzzles with a variety of strengths and weaknesses to understand them.. These doors move along the pathway toward your memory, and you must build and direct a series of "companions"--autonomous powerup entities--on the sides of the pathway to interdict and destroy the puzzles. Different companions do different things: projectors beam out a continual shaft of light that slowly degrades enemy health within its cone of effect, while punchers slam the ground and stun enemies, slowing them and cracking open any armor they might have, for example. As you progress through the game, new companions are unlocked, adding new abilities and wrinkles to the defensive game-play. Encore for that amazing pro......Uh oh, I've got to go to the washroo-oohhh-ooooom.

Scenery/Tiles:
A successful defense of your memory relies on a good combination of these companions, placed properly, and a little bit of luck, because CinderBlocked disguises which types of enemies are coming at you under a cloak of shadows until they get to areas you've already placed companions in. You've also got some spells on your side, each one unlockable after a victory of a puzzle scenery, along with the ability to unlock power-ups for your companions. Spells tend to cause area-wide effects--either buffs for your companions, or damage to the enemy--and are powered by killing bad-fudging puzzles out of your way, who drop little orange spell-power spheres when the companions destroy them. Well in my mind at least.

It's all painstakingly balanced, and games play very smoothly. No design/tile feels unfair, although they're far from easy, especially at the end. Plus, once you've beaten a puzzle with powered-up enemies. In some points of the game it reveals some backstory, as well. Much of the challenge of either normal or nightmare puzzles comes from using your relatively limited resources/power-ups (generated at regular intervals by companion miners) as efficiently as possible, by choosing the most effective companions for the enemies on a given level, placing them in as complementary a fashion as you can, and using spells when you need them. It's certainly good fun, but it gets very repetitive very quickly, so CinderBlocked is best played in short bursts.  ??? In-Tell-E-Gince is waring off me now. I'm losing my brain!


Overall:

Puzzles: 9.1

Tiles: 7.8

Difficulty: 9.8

Storyline: 7.6

Gameplay: 7.9

Overall Rate : 8.5 a " Great, Difficult, Challenging " game that has people engaged and addicted. (Like me)




Conclusion:
Still, these are minor quibbles in the grand scheme, and they likely won't interfere with your enjoyment of CinderBlocked's gameplay. As tower defense games go, it does just about everything well, and while it lacks long-term depth, it does make strides to compensate for that with its unconventional storytelling. You've also got to be a genius to beat this game, seriously....


Feature Worthy? :
This game is ' Feature Worthy ' due to it's ability's and design. It's magnificent in multiple ways. Editors need to take a look at this guy.

~ Rediculous Reviews.

Note : I can't believe I shared every little detail I said and did (Interactions) while doing this review. YOU GUYS ARE SUCH A FAMILY!!


2
Archived Reviewer Applications / [Application] Cookie Monster?
« on: November 03, 2012, 03:03 pm »
Game : Cookie Escape
Creator : Maxliam
Format : Physics Puzzle Maker

Pre-Thoughts :
Cookie Escape is a new game to the 4X strategy scene, featuring non-linear gameplay and a demanding level of difficulty that pushes you to learn from past mistakes and strive to overcome the hurdles of galactic domination. This might not sound like everyone's cup of tea, but you'd be surprised how quickly Cookie Monster can trigger addictive tendencies. There is little in the way of story or variety in the presentation, but on all other counts, Cookie Monster is an excellent strategy game that you can potentially replay for years to come.

Game-Play :

When you begin the game, the first order of business is to define the balance required and density of the pattern you wish to vie for. In addition to the dozen or so settings available for customizing the map, randomly generated star systems ensure that no two sessions play alike. Likewise, factions and allegiances are highly customizable, should you choose to veer from the predefined selections. There are just over 75 attributes that can be applied to a custom faction, and your choices impact your ability to interact with outsiders and exploit the traps around you.

The game has a pattern to follow when playing it. Once you die, you know that the other location is the correct one. It's sort of like getting the wrong answer and knowing the other one is right. Then getting the right one, right. Whatever. Anyways as I was saying. This game has a amount of thinking going on that needs to be involved when playing the game. Patterns and Thinking. Enough said.

Scenery/Tiles :

The tiles placed and traps placed were very un-even . They weren't where they should've been to make the game more realistic and more sensable. The trick through this game was to evaluate the traps and know where they are to continue your step through. Witch is a good thing but the way it was placed wasn't. It was trap after trap. With no dead end for some sort. Or no ' checkpoint '

Once you've committed to a addictive game. You're treated to an intro cutscene in the form of a motion comic. The character and environment art are a treat, but their time in the spotlight is short and very much to the point. There's not enough backstory to justify the setting and your chosen faction, but little else. Before you know it, you're in command of a 'Cookie' of some sort in a dark galaxy with the forces of enemy traps hidden in blocks.

Difficulty/Levels :

To even stand a chance of emerging victorious, it's imperative that you hit the mouse running. Thankfully, Cookie Monster's intuitive UI holds your hand as you stumble down the unbeaten path of galactic domination. Thinking appears when you initute past the traps for the first time, and there are always reminders when anything of consequence happens during the course of a turn. You're not forced to dig through traps time and again; instead, you click on the cookie to easily access research, production, and expansion tools in an instant. This may not sound impressive, but for a genre that requires a ton of micromanagement and has historically lived deep within complicated menu trees, the Maxliam's ability to communicate in an organized and logical fashion should not be taken for granted. The difficulty is just out-standing...


Pros-Cons :

G :
Addictively challenging - Lots of thinking required - Beatable

B :
Lackluster storytelling - Occasionally complex terminology.

Conclusion :
Throughout the amazing time being played in this game. The addictive ability. The hesitation to win. The amount of suspense. Is just incredible, and it needs to be pointed out to a few members of Sploder.

If you are interested for a challenge. Dude.. You've got to play this game... Well my shoutout is done for now. I hope you all enjoyed my review.

Thanks a ton for reading it! Deuces!

Rates :

Scenery : 6/10

Gameplay: 7/10

Difficulty : 10/10

Places : 4/10

Traps : 7/10

Advantage : 6/10

Overall : 7.8 - Good Game!



Thanks, Rediculous's 5th Review Application.

Note : If you do not understand a few words search them up. Everyone is at their own level.


3
Archived Reviewer Applications / Awkwardly Puzzled [Application]
« on: September 16, 2012, 06:56 pm »
NOTE : This is my Third Application, I have the authority to write my review on this date due to this quote -
I'll let it slide and let the original 2 weeks stay in play. Just wait 2-3 days.


Application


Game : Scentistic
Created by : jmc10
Made on : Sunday September 2nd, 2012

Previous-Thoughts :


 Scientistic, is a pretty and pleasant puzzler, though it doesn't make a lasting impression.

The Goods : Clever, rewarding puzzles - Artistic touches make environments come alive  - Has an adventure-ish feel, despite being a straightforward puzzler.

On despite of this game, puzzles are on every map, every level, and every second of the playing. Witch is way off balance, and is NOT a good thing. Most games need sense in it, for it to become exiting and more entertaining. This game really had a lot of work in it but there wasn't much to WOW me.

The only bad between this game is, it's easy to become last with your strategy's of winning. It's all about thinking, and to mention it. That could be a good thing and a bad thing at the same time. Your brain becomes larger, and you become nerdy. Anyways, let's get back onto topic.....

Just beyond starting the game, and seeing the 6 bit graphics. I knew it was going to be large. It was most likely to relate to this statement. The game's story line, actually has an Actual science  story line and it's full of the potential for fun, but mad science has it beat in this department, because it doesn't need to abide by the pesky, or restrictive rules of reality. 'Scientistic' Platformer takes on interdimensional travels, that may not hold up to scientific scrutiny, but who cares? This clever Sploderion puzzle game gives your noggin a satisfying workout. Unfortunately, it sometimes loses its focus in some frustrating sequences that require you to combine dimension-shifting with platforming, but the buzz your brain gets from solving its tricky puzzles makes it worth putting up with these problems.

Among the words that I am speaking of, the main idea of what my message is. It's a big brain workout, but is sometimes above rating on challenge basis..*Chokes, goes to hospital* Continues....

Game-Play :

There's not a great deal of complexity to the earliest puzzles in which you can only enter and exit this one alternate dimension, but additional dimensions are progressively worked into the mix. The second dimension is referred to as heavy, and here, even the lightest of objects becomes impossible to lift, and even normally flimsy cardboard boxes are invulnerable to the destructive power of the lasers that make many of the manor's chambers so hazardous to your health. You need to make clever use of these dimensions to navigate some dangerous areas.

The Platformer has Cool aesthetic will appeal to horror and weird-fiction fans.......  ??? I don't understand either. But I think those are the words I'm looking for..


This type of game wastes little time explaining its backstory: click Start, and you quickly find yourself in the shoes of a nameless puzzled life is what it is. Really, jumping over spikes and tearing enemies to, well, pixels. Gameplay is a straightforward action-platforming experience, with some enemies placed at regular intervals for you to fight. The crackerjack timing required for the platforming and the button-mashiness of the fighting make the game tough to play on a keyboard, though, so make sure you've got a solid controller, or get ready for carpal tunnel syndrome. *Sarcasam*


Puzzles/Difficulty :

Alas, Quantum Conundrum isn't content with putting you in the role of interdimensional problem-solver. You must also be a platforming hero.


Leaping onto a slow-motion safe as it soars through the air is easy enough, but you're called upon to perform some increasingly difficult feats in the later areas of the mansion--leaping between flying pieces of furniture while also deftly switching between dimensions to keep them sailing through the air without bringing them into contact with lasers, for instance. The first-person perspective makes it hard at times to judge just where you are in relation to objects around you, and the trickiness of successfully pulling off some of the necessary maneuvers may have you second-guessing yourself.

Is what you're doing not working because it's not the right solution, or are you just not pulling it off correctly? Quantum Conundrum is at its best when it requires your brain, rather than your reflexes, to do the heavy lifting.

But the occasional frustration that results from these weaker moments isn't enough to derail Quantum Conundrum. The rewarding sense of experimentation and problem-solving that dominates this quest makes putting up with its foibles worthwhile, and the twisting, puzzling halls of Quadwrangle Manor are substantial enough to justify the enjoyment price of admission. It doesn't always play to its strengths, but the clever ideas and confounding brainteasers of Quantum Conundrum make it a mostly enjoyable journey into the fourth, fifth, sixth, and seventh areas.

Scenery/Conclusion :

Alas, Scentistic isn't content with putting you in the role of interdimensional problem-solver. You must also be a platforming hero. Leaping onto a slow-motion safe as it soars through the air is easy enough, but you're called upon to perform some increasingly difficult feats in the later areas of the second area--leaping between flying pieces of furniture while also deftly switching between dimensions to keep them sailing through the air without bringing them into contact with lasers, for instance.

The first-person perspective makes it hard at times to judge just where you are in relation to objects around you, and the trickiness of successfully pulling off some  of the necessary maneuvers may have you second-guessing yourself. Is what you're doing not working because it's not the right solution, or are you just not pulling it off correctly? Scentistic, and among all of jmc10's games are at it's best when it requires your brain, rather than your reflexes, to do the heavy lifting.


Rates :

Game-Play : 8.6/10
Scenery : 5.5/10
Puzzles : 9.8/10
Difficulty : 9.9/10
Enjoyment : 6.7/10


TOTAL : 7.5/10

Why? It's a fun and enjoyable game. It has a bit of a few cons and a bit of a few pros. But it sure does have an amazing touch to it's gaming. *HURRICANE* 79 Hours later....

Oh god it's still okay. Anyways I have to say my last words.

Thanks, I'm Rediculous.

Big props for reading my third review application.






4
Archived Reviewer Applications / Best Defined? [Application]
« on: September 08, 2012, 06:11 pm »
NOTE :
Hello, My name is Rediculous. Before we get started, I've read the rules. Yet this is my second application. My first try, was mistaken, I wasn't really focusing. And got into a hurry. So it became manually denied. But here is me giving a second try, and yet this is going to be my last try.

Application

Game : Envy - Created by minjazemunka241981
Type : Platform

PreThoughts :

Envy's Thumbnail, was very ' attractive '. It made people want to arrive at the game and cause traffic. It was somewhat, amazing because in the thumbnail you can already spot some puzzles being pointed out and obvious that the game was gonna be difficult. ' a 10 '. It is NOT impossible, witch makes everyone happy. It's quite addictive, because you KNOW it's not impossible and you want to be the one of the Sploder Users to Finish it on the Top leaderboards.

Anyways, let's think about it in the real deal. My Previous Thoughts about Envy are anxious to read, The Description of the game was the whole point of the story. You can read it and understand where you start off and finish off, Let's talk about the game now.. *Farts*  :-X


 Gameplay :

You guys must know what will happen to you in defence of what you attempt to do in this game. Ohhh, I really feel bad for the addiction and the attempts for the users that play it.  A kingdom. Yes a KINGDOM,  stands on a ledge high above you. As a diminutive robot with only the smallest hint of athleticism, clambering to such a lofty perch is an impossible task.

 Ah, but when you're armed with a magical sword and some gear, the insurmountable suddenly becomes second nature of the monsters in this game. When you become the man to  shutter and capture the crystals on your attempts, and you can then place it anywhere you desire. Like on your wall of achievements, but I'm fairly certain that will not happen because of the -- Nevermind,  If you lose when the crystals are right beside you, you can leap upon its trampoline back to the checkpoint, if you have another health left on you. * Gets on Phone, gets arrested for talking on Phone with a elder, comes back continues review *  :o Wow, already a crazy ride throughout this speaking. Anyways... Let's get back to topic.

 Ahh, where were we? Witch makes it not impossible, the author does give you chances. And it won't be that hard once you play it the amount of times where you know every tile and every single map, and level. The Puzzles and Thoughts about this game are AMAZING, although not the best.  There were some glitches and some cons to obtain editing about. It's very terrible once it gets to the point of being stuck, In every game this usually happens, but this is a differed story. It happens quite often. Witch is a additions of the cons section among what I think about this Puzzled Game...


Scenery :

The amount of tiles in this game is rediculous, witch deserves a review from me. Not to be eager or anxious.

Happiness exudes from the colorful levels you roam in Envy. From the green forests to the wintry peaks, each level you visit has a cartoonish charm that urges you to explore. But there are moments for quiet contemplation as well. You meet the mechanical protagonist in an abandoned laboratory shrouded in cobwebs. Left alone, he ventures forth to explore a land in which intelligent life seems to have long since disappeared. A text guides you up treacherous cliffs and across desolate wastelands, providing the only companionship on your long journey. The story is told in still description witch makes the scenery amazing, and the author of this game did great job of conveying the emotions your lost puzzles/attempts is feeling without using any dialogue. * Gets a Drink * Poops himself * I got bored, I needed something to obtain exitement with, I guess?

The amount of stress among this scenery is among infinity. The scenery always involves with the puzzles. Witch was the most difficult con to obtain attractiveness with. Bonding with this game and leading connections was quite easy. Would you like to know why? Puzzles have been in my life for an amount of terrible times, I hate puzzles they ruin my life. -.-, I once broke my arm from creating a puzzle. In the economic world, doing puzzles with a pencil is something I will never do in my life..  ::)

However, Envy's Description reveals its true colors quickly enough.

Puzzles :
These issues hinder the simple pleasure of existing in this world, and they become even more problematic when you attempt to complete bonus objectives.. Each level has a par time, and you earn a commendation if you can reach the finish line below that mark. But sprinting full speed through these stages makes it clear how limited the controls are. Trying to capture and place objects while sprinting is a frustrating endeavor. Thankfully, the other bonus tasks are more enjoyable. A special item is hidden in each level, and scouring the environment to find it gives you new appreciation for how clever object manipulation can let you reach new places. And there are star bits to collect as well, enticing you to search every nook and cranny for wayward pieces.

The stream of new ideas ensures you never grow bored in Envy -- My back hurts one sec * Cracks back goes to hospital comes back and continues review * Sorry about that anyways, but it's not all roses and sunshine. Death means restarting each level from the beginning, and because your robotic hero isn't the most gifted athlete, it's easy to miss a jump and plummet into a bed of spikes. Restarting from scratch isn't inherently bad, but it does go against Envys's strength. Solving problems and puzzles is where this platformer shines, and once you know what you have to do, there's little joy in performing that task again. Finicky physics mean that death often comes at frustrating moments. You may need to turn an item to a specific angle to make use of it, but the physics often work against such precision. Dying because you were a hair off in your placement of a springboard is exhausting, sapping much of the fun of progressing.


Conclusion :

At its best moments, Envy is a delightful adventure. The variety of ways in which you use items makes you continually think up new ideas, and some are so silly that it's hard not to smile. From bouncy elephants to telekinetic monkeys, Envy continually presents crazy situations. But there are some rocky moments that interrupt this gleeful fun. The gift of patience is as important as a knack for problem solving in Envy, so if you can accept the finicky physics and sometimes iffy controls, there's an engaging adventure to discover how to beat this sploderarion game.


Ratings :

Gameplay : 6/10
Scenery : 9/10
Puzzles : 10/10
Enemy Placement : 9/10
Clue Placements : 6/10

Total : By far, an amazing game to attempt and try to beat. I give this a 8.9 in total using math ::)






5
MSM and Editor Recruitement / MSM Application
« on: August 31, 2012, 01:35 pm »
Hi, I've decided that I think I could give it a 1st try  to become a moderator. I've been with Sploder for many years. I think I know what I would be doing for helping the community. But I will follow your Format as always.

[1]. Rediculous

[2.] Forums: 2 years Main site: 3 years


[3.] A MSM's job is :

 The main duty of a moderator is to keep the board free of advertising. Generally, spam can be easily spotted. Often the title is in all caps, the user has never posted in the community before, and sometimes the user will post the message in several topics. They might include a website link or an email address.

If you're unsure if it's spam, it's okay to wait a little while and see if the person comes back to respond. If the person responds but doesn't seem to be actually participating in a discussion...that is, posts more baloney, delete away.

So, if you don't have time to really read the posts in your topic, if you can at least scan and see who has posted that day, take a quick tour to make sure there is no garbage in your section of the board.

So far, we don't get too much of this, but it's important to keep an eye out. Sometimes there are good moderators and moderators who don't even know what to do. It's really required to get the right moderators. NOTE : I am not giving people tips, I am answering the questions format. Be a sure to READ before you comment.

Another important action that a moderator must do on his day's of job, is to interact with each user of the community and give great security, so they can feel safe and happy while they enjoy creating their games. I am a 16 year old child, who has grown up Coding Programs etc, I love to workout and keep a healthy lifestyle. It's things like that, that keep users from coming and NOT going.

A Moderator has the power and wealth to give rights and not allow them. They are strong within the community's growth, and first looks. I've been here for a long time. And I'm very honest I've not been on the forums for quite a while, I've changed my ways. And this is also my first try. Don't bang on my suggestions and general topics. 

A Moderator also has the authority of gaining a lot of attention, as people can see, they seem like the face of Sploder. Tons of Messages will attack their inbox, tons will attack their comment section, well for me. I'm up for it. When I see a problem I will go straight to discussing it's pros and cons. I will fix everything and I will do what I can do. My goal is to keep Sploder populated, and more populated. First looks among Sploder are the most important subject above me topics and reasons to moderate. I love sploder, I've been here since I was 13 years old. I've been creating games and creating new accounts. This has been the greatest experience of my life.

[4.] I think you should vouch for me because ' Well among the reasons I can't be icky ' so I'll just keep this one basic and more understanding.

 1. I am an excellent writer. I have many different writing samples in my porfolio ready for your reading pleasure.

2. I thrive on deadlines. I feel I do my best work when I’m in a race against the clock. (That’s not to say I cut corners. My work is thorough and complete.)

3. I’m self-motivated. I pride myself in taking iniative and understanding what needs to be done and when to do it.

4. I already have real-world experience. I’ve held two internships, been Account Executive of a Bateman campaign and served as Director of Marketing for USF’s PRSSA Chapter.
5. I’m willing to learn anything new. I don’t know everything about public relations. But, I’m darn sure willing to learn as much as possible so that I become more of a critical asset to your community.

6. I’m personable. Cold calls do not bother me. Neither does interacting with new people. I am capable of forming lasting relationships that can bolster your community's efforts.

8. No task is too small for me. I know there are downtimes. I don’t mind maintaining media libraries, updating media lists or cleaning the office. If you need anything done, just ask me to do it.

7. I think strategically. I make it a habit to fully think out any situation before acting. I like to understand the bigger picture and narrow my focus, identifying problems or opportunities that have influence on the task at hand.

9. I love public relations and working in a team environment. I know that one person cannot do everything alone. It takes a integrated team effort to accomplish outstanding objectives. Working alongside people who love what they do makes the workflow more fluid and enjoyable.

Well that is 9 reasons among why you should take me as a MSM on the time. I'm willing to take this as a great try. Thanks a lot for reading much respect and loyalty among you users. :D

NOTE : If you are not accepting any moderator applications at the current moment I am willing to wait. Thanks a ton.

6
Archived Reviewer Applications / [APPLICATION] .AbsCond. Review
« on: August 28, 2012, 01:14 pm »
Game : .Abscond. Made By - MineBreaker
Type : Platform

Pre-Thoughts: .AbsCond. does an incredible thing: it makes you care about characters that are nothing more than coloured rectangles. It’s a great example of the way decent writing can elevate the simplest of games to something really memorable. As a puzzle-platformer, .AbsCond. is unique and entertaining, but it’s the confluence of art, narrative texture and gameplay that makes it something more. The simple premise betrays the depth of .AbsCond.. Yes, a large part of the game comes down to clicking around the environment in an effort to find interactive points, and, yes, these tedious parts temporarily detract from the joy of exploring the bizarre environments, but .Abscond. has many more smartly designed parts. At no point are you given a tutorial, it's simply up to you to experiment to find out what you're missing. Every action in .Abscond. comes down to clicks and cursor movements, but .Abscond. figures out clever ways to keep you guessing.

 Sometimes you might have to use your cursor to push objects around the environment, while other times it might be as deceptively simple as clicking and dragging on some part of the world. You never know going in, and .Abscond. inspires creativity while daring you to try whatever it is you're thinking, often rewarding you when you do.


Game-Play: .Abscond. is only ever gently challenging, but it does quickly start bending your brain in ways it’s not supposed to bend, playing with Puzzles, perception and Portal-like ability-changing paints before it’s finished.

 Over the course of the game’s three or four hours, Bithell squeezes about as much novelty and variety out of its elegantly simple systems as humanly possible. Some levels are more tedious than others – the ones that involve a lot of precise staircasing and dangerous jumps will make you hammer your keyboard in rage more often than the more puzzle-orientated scenarios – but the pacing is clever enough to pull you through the game in just one or two sittings. Though it never exactly builds to a sense of urgency, your curiosity about the Event.

Scenery/Design: .Abscond. sells itself as “a minimalist game about jumping and friendship” – and unlike most slogans, this one doesn’t overstate itself. I can say with reasonable confidence that it is the most endearingly characterful game about jumping rectangles that you will ever play.

 The understated aesthetic design and unusual co-op puzzles will absorb you for the game’s duration – the wit and personality of the writing, though, will stay with you for much longer. So to be through the Designs I would rate it fantastic, it amazed me in various ways I cannot describe. It's a very amazing game.

Difficulty/Puzzles: Like I said beyond the review, this game is slightly difficult and can bend your brain where it should not be bending. The games puzzles are amazingly outstanding throughout the game-play. You can get fustarated in seconds, witch amazes me.

 Playing .AbsCond. reminds me of being a 2 year old and seeing epic fireworks displays. Despite knowing explosions were coming, and repeatedly thinking I'd seen the coolest setup yet, I still found myself regularly awed. Because I thought of it in my aspect ' too hard '. If you could see me in real life at the moment I would be crying during the games difficult moments. ( I'm giving you an example don't follow my actions. ).

Conclusion: Let's be clear: .Abscond. maintains a pretty slow pace from start to finish. Puzzles range in challenge, sometimes coming across a bit too obtuse. Other times the solution is so easy it's hardly a puzzle, but instead an excuse for you to click everything until some bizarre action eventually takes place. A great majority of the environmental puzzles you encounter sit right in a happy medium, though, making you feel intelligent for parsing them out.

Ratings:

Game-Play : 9.0
Scenery : 8.5
Difficulty: 9.0
Puzzles: 9.5
Design : 7.9

OVERALL : 37.9/50.0 = Amazing

- This game is already a editors choice game, but seems to have more responses than just one. - Heres my opinions and my application, thanks a lot I'm rediculous!

NOTE : This was originally made in Reviewers Lane. But has now been moved to applications. If you would like to see the previous comments made. Please be advised to http://forums.sploder.com/index.php/topic,287248.0.html

7
Game Hyping / My latest Games
« on: August 14, 2012, 04:57 am »
http://www.sploder.com/games/members/rediculous/play/the-green-house/

Click the link above, to play.

http://www.sploder.com/games/members/rediculous/play/super-nova-2/

Click the link above, to play.

They are hard and challenging games, with short levelings. try to beat them with your biggest highscore to get an award from me officially. Post your scores here!


8
Game : .Abscond. Made By - MineBreaker
Type : Platform

Pre-Thoughts: .AbsCond. does an incredible thing: it makes you care about characters that are nothing more than coloured rectangles. It’s a great example of the way decent writing can elevate the simplest of games to something really memorable. As a puzzle-platformer, .AbsCond. is unique and entertaining, but it’s the confluence of art, narrative texture and gameplay that makes it something more. The simple premise betrays the depth of .AbsCond.. Yes, a large part of the game comes down to clicking around the environment in an effort to find interactive points, and, yes, these tedious parts temporarily detract from the joy of exploring the bizarre environments, but .Abscond. has many more smartly designed parts. At no point are you given a tutorial, it's simply up to you to experiment to find out what you're missing. Every action in .Abscond. comes down to clicks and cursor movements, but .Abscond. figures out clever ways to keep you guessing.

 Sometimes you might have to use your cursor to push objects around the environment, while other times it might be as deceptively simple as clicking and dragging on some part of the world. You never know going in, and .Abscond. inspires creativity while daring you to try whatever it is you're thinking, often rewarding you when you do.


Game-Play: .Abscond. is only ever gently challenging, but it does quickly start bending your brain in ways it’s not supposed to bend, playing with Puzzles, perception and Portal-like ability-changing paints before it’s finished.

 Over the course of the game’s three or four hours, Bithell squeezes about as much novelty and variety out of its elegantly simple systems as humanly possible. Some levels are more tedious than others – the ones that involve a lot of precise staircasing and dangerous jumps will make you hammer your keyboard in rage more often than the more puzzle-orientated scenarios – but the pacing is clever enough to pull you through the game in just one or two sittings. Though it never exactly builds to a sense of urgency, your curiosity about the Event.

Scenery/Design: .Abscond. sells itself as “a minimalist game about jumping and friendship” – and unlike most slogans, this one doesn’t overstate itself. I can say with reasonable confidence that it is the most endearingly characterful game about jumping rectangles that you will ever play.

 The understated aesthetic design and unusual co-op puzzles will absorb you for the game’s duration – the wit and personality of the writing, though, will stay with you for much longer. So to be through the Designs I would rate it fantastic, it amazed me in various ways I cannot describe. It's a very amazing game.

Difficulty/Puzzles: Like I said beyond the review, this game is slightly difficult and can bend your brain where it should not be bending. The games puzzles are amazingly outstanding throughout the game-play. You can get fustarated in seconds, witch amazes me.

 Playing .AbsCond. reminds me of being a 2 year old and seeing epic fireworks displays. Despite knowing explosions were coming, and repeatedly thinking I'd seen the coolest setup yet, I still found myself regularly awed. Because I thought of it in my aspect ' too hard '. If you could see me in real life at the moment I would be crying during the games difficult moments. ( I'm giving you an example don't follow my actions. ).

Conclusion: Let's be clear: .Abscond. maintains a pretty slow pace from start to finish. Puzzles range in challenge, sometimes coming across a bit too obtuse. Other times the solution is so easy it's hardly a puzzle, but instead an excuse for you to click everything until some bizarre action eventually takes place. A great majority of the environmental puzzles you encounter sit right in a happy medium, though, making you feel intelligent for parsing them out.

Ratings:

Game-Play : 9.0
Scenery : 8.5
Difficulty: 9.0
Puzzles: 9.5
Design : 7.9

OVERALL : 37.9/50.0 = Amazing

- This game is already a editors choice game, but seems to have more responses than just one. - Heres my opinions and my application, thanks alot I'm rediculous!

#CLOSE go to Application Section to find this REVIEW!

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