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Topics - Ethan2009

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1
Sploder Games / Anyone willing to test my EGD game?
« on: Today at 05:21 pm »

Here it is!
Testers:
Seanthechinaman  8)

2
Game Discussion / Gamemaker of the month!
« on: March 17, 2019, 01:29 pm »
Welcome to Gotm! Nominate up to 3 of this months best gamemakers!
The people you nominate must:
  • Made a game in the last two months.
  • Be working on a game this month

3
Sploder Games / [HYPE] Deep Down
« on: March 17, 2019, 01:21 pm »
First game for a month! Sceenshots soon

4
General / I joined the sploder discord
« on: March 14, 2019, 03:31 pm »
My username is loser.

5
General / Opinion thread
« on: March 10, 2019, 07:19 pm »
I'm so original.

6
Welcome to the game rating thread!
Here, you can request for your games to be rated! All rated games and their ratings will be added below.
Rules:
  • You may not rate other's games in this thread unless given special permission.
  • I am not biased against or for games, gamemakers, creators etc.

Staff:

To become staff, apply below.
EDITORS NEEDED

Scale
1-3 Bad
4-6 Decent
7-8.5 Feature worthy
9-10 EGL worthy
HAVE FUN!

7
Game Discussion / can anyone test a few platformers?
« on: March 10, 2019, 03:40 pm »
^ three awards (gold)
the people i choose will be few, since i dont want ideas stolen.

8
General / No posts?
« on: March 08, 2019, 07:17 am »
The most recent post was a day ago... Not a single post after that...

9
General / Geoff is online!
« on: February 24, 2019, 04:32 pm »
 :o

10
General / One the Ms shuts down, would you leave sploder?
« on: February 18, 2019, 12:09 pm »
I might, depending on stuff

11
General / The Ms is not working...
« on: February 18, 2019, 10:49 am »
The entire thing: broken. Why is this happening?

12
General / 2,000 posts!
« on: February 17, 2019, 03:24 pm »
 8) 8) 8)

13
Dream? 3-2 Was a nightmare!
 Hey, guys. It’s Ethan2009 back with my second review! Today, we’ll be taking a look at Lordeldar’s 2018 EGD entry, an arcade called dream! Lordeldar has been known for his quality games, and getting into the hall of fame for some of the most featured games on the entire site! The surprise was that most of these were shooters, with a few arcades and platformers scattered around, so for Lordeldar to risk it in EGD with and arcade? I expected a lot from. He did have experience and features with arcades in the past, but this seemed off to me. Since only a few EGD games were reviewed, I’ve enjoyed all of lord’s recent games, and this placed top three, prepare for an in-depth analysis that’ll probably be a few thousand words long if I’m not lazy! Get ready!
Analysis
The gameplay in dream was simple, but effective. Lordeldar used new ideas, mixed along with some of the older arcade concepts to keep the game fresh each and every level. Many of these concepts Lordeldar designed himself. Hazards were quite frequent throughout the levels, but there were also puzzles sprinkled in a few of the stages (which I’ll get onto later.) These hazards weren’t only baddies and spikes, but consisted of sequences with wall shooters, and much link-logic to add some connectivity to the game. Moving platforms were used in the greatest ways present in the arcade creator. Lordeldar dropped squinties on the platforms and bombs were planted in thin air, while the player had to maneuver past them to activate the link logic sequences. Not only did Lordeldar take advantage of the squinties ability to initiate caution, but the use of lasers added to the action, too. Many fights took place on top of these moving platforms, while the player had to jump across, slaying enemies and activating link logic. This kept the repeated use of squinties fresh, and not at all tedious. Not only was the player to fight the normal enemies, but boss battle sequences were also in Dream. Lordeldar executed these boss fights very well, by limiting - or maybe even prohibiting - the use of all weapons, and the player had to think way outside of the box. For instance, on one of these battles, the spiked boss had to be killed by luring explosives, like the small baddie, to the center of the boss. This was a difficult task, but it definitely covered the creativity part of making games. Another facet of arcades is the maker’s competence to use link logic. I believe that many of the block-breaking tasks showcased Lordeldar’s subtle (yet efficient) use of the link logic. To explain, the game wasn’t centered around hitting a switch and running in circles until your fingers tire, but rather was used in many spots that polished the game. However, also had entire stages and phases revolving around it, like the water and bees stage. But it was still executed efficiently, and the removal of the link logic would make the game boring and repetitive. Minor sidequests were also featured in Dream, for collectibles. I honestly feel like these didn’t help the game too much, as they were quite minor, but didn’t hurt it either, and made it a little bit more fun to play. Although we’ve touched up on bosses, and cool enemie sections, what about the normal enemies used in Dream? Well, short answer: There were none. Every enemy in Dream was used in some creative way, and brought out the good parts even more! To list an example, the dysons used to distract the player, or the bombs at the bottom of the climbable, there were a large amount of distinctive enemy strings used. If you’ve ever played witch chaos, you’ll know how much Mat and Lord love using blocks in arcade games, and innovating chronological orders with the blocks, all by activating link logic! So did Lordeldar use these in Dream, or did he create even better uses of the blocks? Both; Lordeldar not only used enemies to break the blocks into ruins, but distributed powerups among these ruins, too. You had to mine underneath the ground, and you would find powerups, and some enemies waiting for you, too (just like minecraft xD, no not the one by boytucker). I fancied the stamina boosts underground, more than just health because of the excessive amounts of movement upgrades you would need in order to complete the game. Although I sometime felt like I was overusing movement in some sectors, there was always a reason to do so, and something (like a swimming level) to freshen it up slightly after this. Is it possible to bypass enemies in Dream, like it in plat and shooters? Well, good luck with that! Lordeldar hooked many of these hazards up with link logic so that it was impossible to bypass the enemies used. The most fun part in my opinion was the cascade fields. They were interesting to predict, and the jumps were decently spaced so that the parkour’s difficulty didn’t fluctuate too much. The jumps weren’t unforgiving, either. You could get right back up, without falling into a pool of blazing lava. Speaking of liquids, Lordeldar also incorporated water levels into Dream. Most arcade games don’t have water unless for backdrop, or for environmental polishing, but Lordeldar combined this with the gameplay. Enemies such as the spinner and xenu were utilized to inflict damage on the enemy while under the surface. Energy apples were used in small air pockets, so that the player could stay submerged for longer, while still taking time so not to be hit by any nearby foes. Since I feel as though I’ve blabbered on, I’m going to finish gameplay off with the added infinite lives in the game. This was a nice touch to Dream because if the sheer difficulty of many of the levels… like level three, stage two… good luck with that level! But in all seriousness, no matter how long you take on a stage, you can always bounce back, as it's not possible to lose unless you try to lose, for whatever reason. Before EGD 2018 was swarming with unlimited lives, this was a never-before seen concept, and added a lot of extra thought to the game. This balanced the difficulty out quite a bit, and as long as you’re willing to spend some extra time to beat Dream, it can be done after some practice. Phew, gameplay was about one thousand words. Thanks if you’re still with me, if not… I don’t blame you. Now onto Scenery!
Before I blabber on some more, I would like to point out the underlying meanings set by Lordeldar, similar to a literary tone. Each level’s design subtly progressed the storyline, polishing up the overall feel of each stage. I think he did a fantastic job with adding a tone, theme, and mood to each level, but do I feel the same way about the scenery itself? There’s no short answer. Although I applaud Lordeldar on the futuristic them in the time-traveling tech world, it just feels a little bland. I believe that he should’ve kept the black background, but added props, and background decorations, like the computers and climables used very occasionally. Despite this, the sheer simplicity made the game intriguing, and thus, I can’t take off much for this. However, some of the tech world levels had decorations, but this was because they were not time travel levels. No game in the 2018 EGD thought things out as well as Lord did. The pinnacle of scenery in Dream was perhaps the cave world levels. Many of them included custom textures, and were blended with default dance scenery, and looked stunning. Another aspect that I liked was the certain clutteredness of the cave levels. I actually believe that it added to the scenery. For example, on the level where you slid to bypass falling into the void, there were layered platforms filled with enemies, with open space all around it. Lordeldar managed the scenery well enough to balance area out, so it looked good; cramped or not. Since I’m starting to contradict myself, let’s move on. The enemies in Dream definitely complimented the background colors, and objects whether they were for background, or were mandatory for the gameplay. Many of the objects, such as the blocks also offered auxiliary support to the scenery. The mushrooms complimented the grass, the vines helped out with the texture packs in the cave world, and the climbables in the tech world matched with the background, and the cascade fields. Now, I would like to elaborate the pros and cons on each type of “world”. Starting with the forest world: ninety percent of these stages were stunning, ten percent were meh, also known as bland. I really enjoyed the levels that you could just tell Lordeldar put so much time into. They had trees, back trees, and were bush clad. The grass and blocks were delicately placed, and Lordeldar was careful not to overdo any element of the forest scenery. Another thing that lord did well was the link logic switches. It’s difficult to make it so that the link logic switched don’t fit in well, to be honest, but Dream took this to the next level. Each switch was actually placed in a spot that gave it a decent look, and served its purpose. Next up: the cave world! I just have to point out how well the vines were used! They hung from the ceiling of the cavern, and gave some of the levels a runic look, increasing the overall eye-appeal. Platforms were used well, and the fact that different types of platforms were used was nice, also. I think that Lordeldar did a decent job placing switches, and matching enemies with the background. The idea I like most here was the custom texture. Usually, the texture is either amazing or barf-worthy, there’s no in between. Luckily, Lordeldar’s textures in Dream were anything but barf-worthy, and blended right in with the cave world’s theme. He even made the vines stand out by contrasting the colors. Finally, onto the tech world. The blank levels were… *que drumroll* magnificent. As I touched on earlier, the plot was developed by these kinds of levels. However, I would have liked for Lord to have added a little bit more, but still, the theme stood out to me. Fortunately, the bland tech world levels were not the only tech levels. There were high detailed levels when it was not time travel. This made the mood more easily determined. Let’s move on to placement.
First off: block placement. The hardest part about block placement in the arcade creator is probably the cascade fields. They have to be added to the game so that normal people, not just the creator themselves, can beat the cascade field, and also a good distance apart do that the jumps aren’t too tedious. The most tedious part about the cascade fields in many arcade games is how they’re made so hard, that you just keep falling, restarting, falling and restarting. No matter how player-friendly the cascade fields are, however, the creator still has the advantage on these, because he or she knows the sequence they go in. Although this is true for every game, Lordeldar used a more basic approach, and the patterns weren’t completely unpredictable, which was good, and still took some practice, which was also good. But cascade fields are obviously not the only aspect to block placement, so now I would like to move onto vines. The vines in dream added artistic detail, and were a mandatory part of Dream to allow the player a quick route, and a treasure chest or two along the way. Mushrooms were used, and used well. I actually wished that they were used more, because of how fun they are to bounce on, but when Lordeldar used them, it was whimsical. For example, in the cave world level, you had to bounce on a side platform, then hop onto one higher up, and you would heal up. Since we’re talking about block placement, why don’t I actually talk about blocks. Just like in Witch Chaos, on the Matt7772Lordeldar account, blocks were used in cool and creative ways. Link logic from slaying enemies would activate different events, thus leading to some blocks being destroyed, not even all of them. This really freshened up the gameplay, and showed a lot of potential for future arcade users. One other thing I liked about the way Lordeldar uses blocks in Dream was when enemies like the boss in forest world were used to break these down. You had to dodge projectiles in order for the wall to break down, and then you would move on to the next sequence. I found this fairly interesting that Lordeldar found so many ways for the average block to become the hero in Dream, in a sense. But wait… there’s more (no, I’m not a car salesman). There’s liquids, which is kind of a block, in a way. But anyways, the water was used quite well in this game. The gameplay in water wasn’t too slow and boring, nor too hard to swim past fast moving enemies. It was balanced out so that is was actually fun to play in. Now we’re on about moving platforms, possibly the best aspect of the ENTIRE GAME! This kind of mixes into enemy placement a little bit, but both the platforms and the squinties, lasers, and any other enemies on these blocks were amazingly done, at the arcade’s peak performance. You had to dodge mines (in the air) while hitting switches, and slaughtering squinties, while running back and forth while lasers fried you… sounds like pandemonium, right? Despite this, the blocks were placed well enough so that the player would not lose all of the health, and could continue on with a sliver of health, and get the checkpoint. Other parts I liked with moving platforms were when the dysons shot at you, and once killed released bombs, so you had to use the extra jump, when bouncing on the dysons head, to propel forward. Plus, moving platforms were right above the void, so one mistake, and rest in peace. I thought this was a little bit unforgiving, but you only had to redo the platforming part, and not the entire stage top to bottom. I worshipped the checkpoints throughout the parkour parts, especially the moving platforms and cascade fields. Now, I know I already talked about vines and I should merge this with that, but I’m a rebel, so be quiet. Okay, vines. First off, vines mixed in with the boss levels were a very nice addition, fixed onto the already-amazing boss fights. Just to point out one section, I appreciated the part where the forest world boss and baddie were on the ground, partly submerged in water, while you hopped on vines like spiderman. It was one of the most fun parts in the entire game of Dream. I did wish Lordeldar used vines a little bit more, just because of the many uses he thought of when attaching vines. Now on to power-up placement
Power-up placement:
There are very few species of powerups in the arcade creator, each with a diverse and unique style. In Dream, lives, health, magic, and checkpoints are the helpful items I will refer to as powerups through this facet of the review. To start it off, I would like to talk about the creative use of lives through Dream. In case you didn’t know, EGD 12 revolutionized the way lives were used in arcades. So that the player had as many chances as their schedule allowed, infinite lives were implemented by using a spawner, and dragging link logic to the life. They would then spawn again, and again. This concept had never been used until then, and out of Mat, Demonxz, and Lordeldar, the three using this idea, Lordeldar was the first - and the so far only - person to publish the game with infinite lives. Combined with checkpoints, the infinite lives made the game possible for any caliber of player on the site. This was helpful so that the full effects of Dream could be witnessed by all. This life system was added before boss fights, prior to challenging zones, and after a long trek by the player through life-leeching areas. For the most part, these were placed well, but sometimes I felt that areas were practically expectant for you to beat, in time, since you technically couldn’t lose unless trying to lose. When added with infinite lives, you could continuously repeat the same area over and over without death. This was a good thing, but ended up getting to the points of tediousness if you’re not an arcade guru. Generally, though, the placement of lives was well-balanced, which can be tricky, but Lordeldar proved, once again, his skill in the arcade creator. Magic was also used in Dream. Mainly, the magic was added to kill the bosses in Dream in creative ways. For one, the level with the boss in the water with vines provided to you a good example of how the magic powerups were used in Dream. The magic was also used in the platforming levels, so that you didn’t have to charge through dozens of orange lasers, but could instead snipe at enemies to activate the link logic. This removed the burden of getting shocked a thousand times just to activate one switch. Health in dream was occasionally used, but in my opinion, was sometimes used at the wrong spot. It was - most of the time - used at the beginning and end of stages, when it  also could have been, and should have been implemented during the aftermath of an area, so that you didn’t have to practice until a perfect run. These point would have been a good spot to heal up, especially better than the end or beginning when sometimes not even needed as much. Another thing that could have been used was checkpoints. Most stages were relatively short, but some of them were longer, and you would have to retry the entire stage, which was especially rage-inducing on the harder stages. Some of the easier stages only caused deaths when the player was already low on health from the level before. Checkpoints should have been added before a hard scene, and after it so that the player didn’t lose any of his or her valuable progress. This is what could cause tedium and frustration for me the most. Oops! I almost forgot about the gems! In Dream, movement gems were perhaps the most important. They were mandatory for many levels to be completed, and used in creative ways. For example, the way you had to stomp on the spinner to open the door was genius, and the generosity of gems on certain levels was astounding, but I’ll get more into that later. The player had to think outside of the box  to use the gems in certain ways. Sometimes these ways were provided by story elements or messages, sometimes they could be easily figured out by the player; either way, this added some puzzling effects to dream. However, movement gems are only one part of the gems category; strength and health gems were also utilized in Dream. I felt that neither of these were very significant compared to movement gems, and so Lordeldar was being fairly generous and just gave them all out on one level. Rest in peace, economy. I actually thought this was kind of odd, since now you had nothing to upgrade, and your score was now only there for looks, and bragging rights, the most (least) important thing in any game. However, the player’s possession of these games helped for many levels to come, so I shouldn’t really complain.
Enemy and hazard placement:
The enemy and hazard placement in dream was nearly superb. The use of birds, bosses, helmuts, and pointies were only a few of the things that stood out to me. I enjoyed the creative way Lordeldar used the pointies to make the player take damage from hopping onto the jumpies, unless very careful, and the way helmuts could be used to not take damage from the pricklies on the ground. Birds were used in many great occasions, too. In one of Lordeldar’s other arcades, Epico Saves the World, Lordeldar also proved his skill with birds, but in Dream, brought it out even fuller than before.

14
Sploder Games / [Released] Night Light - Ethan2009
« on: February 16, 2019, 04:12 pm »
http://www.sploder.com/games/members/ethan2009/play/night-light/
Play it here!
Special thanks to lordeldar who endured my bad game and tested!  ;)
And star34 with amazing feedback!

15
RPFG's, Groups, Contests and Forum Games / Counting by rank game!
« on: February 15, 2019, 08:41 pm »
Count up from 50 if you are a soldier+, count down from 50 if you are a private! First to 0 or 100 wins!

16
General / This is true
« on: February 15, 2019, 04:19 pm »

17
Sploder Games / [HYPE] Wave - Ethan2009 - RPG plat
« on: February 13, 2019, 06:28 pm »

Get ready, folks

18
Game Discussion / About EGD...
« on: February 13, 2019, 06:15 pm »
We haven't even finished reviewing last year! Hurry up, or we will be behind for this year's EGD. I am reviewing Dream, bricc has a thread on games that need reviewed, so come on!

19
General / Opinion for opinion?
« on: February 10, 2019, 03:18 pm »
^

21
General / THE PATRIOTS WON!!!
« on: February 03, 2019, 10:07 pm »
 ;D 8)

22
Game Discussion / Sploderheads showdown - The original
« on: February 03, 2019, 05:05 pm »
This is the original sploderheads showdown, when i first made it. I deleted my old thread to collaborate with bricc in it, but now, I have it again.
Rules:
  • You have to have at least two real players, and you cannot truce between them.
  • Take a screenshot of the victory, and the players to make sure you are following these rules.
  • Do not team.
The goal of sploderheads showdown:
To promote ms activity through a fun, real-time pvp game.
Desciption:
Top sploder members will go head-to-head, in a fun sploder action game, and redeem rewards here. I will be offering a variety of rewards, from boostpoints through challenges with passwords in-game, all the way to tributes and awards! Numerous events will also be used in sploderheads showdown. For example, a 2v2 round, a game against the host, and a fun "Boss-battle" which you will know how to do later on. If you find an exploit or problem, pm as soon as possible.
Upcoming events:
  • 2v2 sploderheads!
  • 3v1 boss battle..!
  • ...and island wars!
Currency:
1 win: 5 coins
1 game played*: 1 coins
1 event win: 10 coins
*The winner will have a photo of your game played.
Ranks:
Leader: Me, and only me
Senior: Acheived through experience in games.
Member: The average player.

23
Video Games / Is anyone here on hypixel?
« on: February 03, 2019, 03:42 pm »
Shoot me a friend request if so.

24
Game Discussion / 5000 views!
« on: February 02, 2019, 11:39 am »
 ;D

25
Game Discussion / Tournaments suggestion
« on: February 02, 2019, 09:57 am »
I think that tourneys should have a password, or invite, so that only in some tourneys, may allow only some people to play them, for this reason:

26
People who tested:
Lordeldar
people who helped:
Awesomefinnz
Bricc

27
General / Game boost won't work for me
« on: January 31, 2019, 03:25 pm »
^

28
General / PPG help
« on: January 31, 2019, 03:23 pm »
is it possible for an adder to activate from an event link? I want my adder to activate once the player hits a circle

29
Reviewer Lane / My reviews + {SNEAK PEAK AT DREAM REVIEW!?}
« on: January 31, 2019, 10:13 am »
I will post all of my reviews, and upcoming ones below. Dream review will be out soon!
Update
Ryspo, by Sto4!
Game: Ryspo
Maker: sto4
Type: Platformer

Pre-thoughts
It's been a while since we saw an EGD game from Sto4. His last EGD game, Nesting Box won first place in EGD 9, and this was his EGD 12 entry, and judging from my previous experience playing his games, Ryspo would be just as good, if not better.

*NOTE* I beat the game with checkpoints, and afterwards watched the walkthrough, so this WILL be a full review.

Ryspo certainly had a nice feel to it, you had to adventure along the map, avoiding enemies falling from trees and surviving areas surrounded by perm rings. Another thing was the side quests in order to get powerups; they were out of the way, and nicely done, in order to help with later levels. Health was well distributed, and so were the switch placements, but what was most well done surprised me.

Ratings & Review

Gameplay

The gameplay and enemy placement was quite unique. It takes and interesting concept and uses it in never before seen ways: stealth. This is a skill quite hard to master in the platform creator, but sto did it well. Instead of enemies placed along paths and fighting them, sto placed the enemies inside trees, forcing you to utilize instinct, and the blocks, placed. Beneath trees, there were certain dips in the blocks, allowing for an easier enemy fight, instead of an enemy falling on your head, and you dying; the main focus of this was the player cannot just burst into the section, he or she had to think it through first. Another revolutionary concept was how sto4 used switches to activate perm rings, which made you stay in one area and survive, or actually fight the enemies, leaving no way to pass them. This was touched up in Gaminator’s “The inner worlds” but not used quite like this. Sto4 polished it up, and added different sequences with activating layers of perm rings/ The boss battles were very significant toward the game, and the water levels changed how we think of platformer water sections. The boss battles took a simple fire troll, put you in a hovercraft, and tested you skills with perm rings, and overlapping ramp blocks, and many other boss battles. Each one had you use a different firearm, and placed you into different environments, with different foes and tests.  As I used the hovercrafts, I really begin to realize what a great game Ryspo really was. Never before have I played a game where I actually enjoyed using hovercrafts, or fight bosses in them.Some levels entirely relied on hovercrafts, forcing you to dodge the incoming fireballs bombarding the entire backdrop.  Sto nailed this aspect.

Scenery

The scenery wasn’t just scenery; it was a well-crafted environment. Sto4 built levels with nature, clouds, mountains, and the enemies matched this too.The foes of each level brought out the complimentary backdrops used in each phase, in each and every level.  Sto used backwalls to create amazing designs, that attract the eye, and a create a tone. The tone of each level varied upon the goal, atmosphere, and where the level itself falls upon the spectrum of levels in Ryspo. As the game progressed, the environment did with it; for example, the later levels had a more dire, dangerous feel over the light-hearted , tree-filled level one. The mood depended entirely on the tone, space in the game ( or as I referred to it earlier, spectrum in Ryspo), and enemies. The stronger the enemy, usually moved the player to feel as if the level was more dire: the fights with thors were more lethal than the swarm of vampire bats. But moving along, the trees not only led to a surprise with enemies, but also mixed in with the scenery to create hidden platforms, and made the nature themes a whole lot better. This creates the stealth in Ryspo which I explained earlier on. In the water levels, hidden caverns had some eye-attracting back tiles, which the cookies complimented well. Even the sharks added on to this. Another thing is the use of graphics. Sto4 utilized these in clouds, diamonds, and arrows, to signify a clear path, and used them well. Many of these graphics were even made by Sto4 himself. Sto master scenery in Ryspo.

Block Placement

The block placement was fantastic; they added to the boss battle sequences, and made fighting enemies falling from trees much more fair by the enemies having less access to getting to you, for instance in level one; half of the enemies (like the thors) would have an easy win against you on an even turf, so sto4 tinkered with this, allowing a more fair level. The blocks were linear and placed vertically to give a more natural look to each of the nature stages, but not so much that the hazards had the unfair strength-of-numbers advantage. When platforming was used, the platforms were just the right distance away from each other, and were long enough to fight enemies on without falling off. Even with the slippery controls of the ironically named “platform” creator, the parkour wasn’t too tedious; you didn’t have to restart the whole level, just a portion. The water caves were placed well so that you had a hideout from sharks and the minion’s shots. There was a decent spacing in between each one, so you had just enough health for the cookies to give a much-needed boost. Another thing I want to touch up on are the ramp tiles used to transfer ranged shots. They were well-placed, and looked nice too. On the second to last level, you could actually use the bosses to break the cinder blocks, if exploited correctly, like someone did (yours truly). It wasn’t hard for me to tell just how much effort Sto had put into this category: an outstanding amount.

Enemy Placement

The enemies were placed decently well. Throughout the vast, flooded areas, there were a good amount of enemies so that you could scout, and avoid some of the foes. But then again, this also led to excessive bypassing, if you could predict the fish’s movements. The swimming enemies were used, but also enemies such as minions were utilized; they shot at you while you were swimming from afar. But an element better? The boss battles. Just enough enemies in each area of battles were placed, and in the right spot, too. The bosses had high health, and were utilized so that the player couldn’t just burst into the room, he or she really had to use strategy and think before entering. The leonard boss battle was incredibly well done. Turrets and spikes lined the ceilings and walls, so that the player had to stay in a restricted area set by sto, which enhanced the best phases of the level even more that they already shone. It’s all pros, right? Maybe not. In level one, and on some parts in the others, the tree enemies were overwhelming. To be honest, I thought that they were a good idea; dodging enemies before the fell and stunned you to take extra damage, but there were too many at the same time. Some places could cause you to lose a tenth of your health, while others could force you to lose all of it. There was too much luck factored into the draining of your health. Sto should have cut down on unforgiving enemies just a bit, or altered the areas so that the player at least got a miniscule warning before enemies rained on the player’s head.

Difficulty

Considering some poorly placed enemies, but also the brilliant sidequests for powerups to help out, I’d say that Ryspo has a nearly perfect difficult. With a few tries, you could probably beat it, but if not, Sto4 has also added a checkpoint system with embedded save points in which you could revive from where you last died. The enemies in level one, or two if you include the intro, were very difficult if you didn’t already know and expect a falling enemy, and even if you did, they were pretty hard to bypass. Which isn’t a flaw, rather an enhancement, but not when the fiends were hard to pass; not even bypass. Sto4 should have worked on the challenging areas, such as many parts in level one. The water levels, though, were a perfect difficulty in my opinions. Turrets and spikes restricted hiding from the enemy, so you had to confront your underwater enemies most of the time, which restricted it from being too easy, but the underwater caverns filled with excessive amounts of cookies (golden orbs which provide health) balance out the challenge. Certain boss battles could be overwhelming, but sto added things like lava, to chip away the firetroll’s health, and perm rings to block it’s shots. Sto4 made Ryspo with a good difficulty.

Lighting

I know that lighting is basically a subcategory of scenery, but since sto4 used lighting effects in Ryspo, I think that lighting is important enough to specify as its own category. Now, moving on, underground lighting was just brilliant--absolutely brilliant. Take level 11, for example. There was just enough lighting to create an ominous tone, but still see clearly enough. It really reminded me of Gaminator game, The Inner Worlds, and sto4’s EGD 9 winner, Nesting Box. Level 12, in my opinion, with the firetroll fight could have had a few more torches, but the mood of the level helped make a case for the lack of light. Sto4 did pretty well in this subcategory.

Puzzles and Traps

Although puzzles and traps are not mandatory, and I cannot take off points for having a low amount of these, I will grade the few puzzles/traps that sto had incorporated. They were very subtle for one, and were rather player-influenced automatic sequences than anything. For example, in the cloud level, the player interacted with a sort-of puzzle, that was merely influenced by the player’s decision-making, not their experience in puzzle-solving. Although I did hope to see similar puzzles to that of Nesting Box, since this is centered around action, I feel that it is fine. But this surprised me because  75% of sto’s featured games were puzzle games, and good ones, too. Because of this, the puzzles and traps game category will be exempted from any final ratings.

Story

The story was optional to read, and didn’t have an enormous impact on the game, however, it was phenomenal. Not just the old “go get your king from this bad guy’s castle” but instead, elements mixing fantasy, real-life, crime, and pity. Its pits the character against society and hope, and gives him a chance out, but will he take it? The answer to this is explained in the finale of Ryspo. It went above and beyond the normal scope of sploder stories, and may define the literary sploder legacy to come.

Checkpoint system

Can’t beat the game? If you copy down the code given on each level and add it to the end of the games URL, you can start off from where you left off before. Or visit Mrtwig4444’s account (sto’s alt) to play later on levels and continue the epic saga. I felt this was a good touch onto a great game, and helped all players, good or bad, experience the heart-pounding action of Ryspo.

Ratings & Conclusion

Gameplay: ****.5/***** (4.5/5)
Scenery: *****/***** (5/5)
Block placement: ****.5/***** (4.5/5)
Enemy Placement: ****/***** (4/5)
Difficulty: ****/***** (4/5)
Lighting: ****.5/***** (4.5/5)
Overall: *********/********** (9/10)
Puzzles and traps: -
Story: *****/***** (5/5)

I think that sto4 not only delivered a feature-worthy game, but an EGL worthy game, too. Sure, there were some flaws, such as unforgiving enemies, or it being overly challenging, but that doesn’t stop Ryspo from being amazing, and in my opinion what could’ve been an EGD winner, too. I hope to see sto4 making some super awesome games in the future, and I think he will, too. Thanks for reading, all of the words, so 2018 words, and have a wonderful day.
Oops! I fell off my raft! ~ A review of Raft by Bricc
Prethoughts:
Bricc is a good friend on the forums, and has been hyping this game for a little while. I actually got the honor to test this in beta stage, and enjoyed it a lot! Let’s see if Bricc managed to bump this game up a notch.
Gameplay:
The gameplay in Raft is fun and original. Although similar games were made a while ago, Bricc changed the concept of any similar games, and made Raft his own. One thing he could’ve done better on was adding more than just wood, as I could use the same build for every level and win. It got to be tedious in the later levels, after dozens of time building the same structure. The gameplay revolved around using wood to build a platform, or a “Raft” for the player to stay afloat. This was a very good idea, but I hoped that Bricc executed it well, but I thought his execution was average.
Scenery:
The scenery in raft was pretty good. As soon as it got dull, Bricc changed it. The colors were vibrant, and utilized ppg textures, and polygons. Different settings and themes were used in each level, and Bricc did a good job conveying the tone of Raft. I think that the earlier levels could’ve been more unique, as only the color was changed, and nothing drastic, but it still looked fine.
Difficulty:
I felt that raft was easy - really, really easy. I used the same build, and won each level with the fastest time. I liked how each level possessed separate challenges, but the same raft always worked. I also felt that the levels with the large drops were actually harder than the last level, thus making the difficulty decently inconsistent. To add more  difficulty to raft, Bricc could have taken advantage of the different materials in the ppg creator.
Placement:
Block placement:
The block placement was average. Some levels tumbled the raft to ruins, while others possessed very little challenge, and the raft could slide right through. This touches on the inconsistency of Raft. On the levels with big drops, sometimes the raft would travel down, right through, others it would crash, but this wasn’t bad, unless the build was partly determined by practice and luck. In Raft, however, it forced you to use your intelligence… or non-intelligence if you’re me. But anyways, the amount of wood could have been cut down in some levels, because you could keep doing the same old build. Still, Bricc used Raft to make the player think outside of the box.
Hazard placement:
Raft’s only hazards are the slopes, which was a good thing, and built upon the level that precursored it. I felt that some were easy; some were hard. The icy river was probably the best level because of the ingenuity and creativity, that made it stand out from the rest. The first big drop was also decent because it stood apart, until the later levels, where the idea was repeated practically every time.
Pros:
I feel like I’ve battered raft enough, so on to the pros! The idea of building a raft, and simulating the fall down a stream was a great idea. You had so much creativity, and could add wood anyway you want. If your build don't work out once, you could always try again, until you got it just right.
Cons:
The inconsistency and repetitiveness were big issues. The difficulty was a roller coaster of easy and hard. The hardest level was the last, but the others were in no particular order, besides maybe the first level. The repetitiveness of the gameplay and scenery got to the point of tediousness, and I made the same raft over and over again. I guess it could vary based upon the level, but you could still take advantage of your one build.
Ratings:
Gameplay: ***/*****
Scenery: ***.5/*****
Difficulty: **/*****
Placement: ***/*****
OVERALL: ***/*****
I do not think that Raft is feature worthy, but it isn’t far from feature worthy either. I hope to play more of Bricc’s games soon, and thanks for reading!

30
Reviewer Lane / Oops! I fell of my Raft! I review of Raft, by Bricc
« on: January 30, 2019, 03:56 pm »
Oops! I fell off my raft! ~ A review of Raft by Bricc
Prethoughts:
Bricc is a good friend on the forums, and has been hyping this game for a little while. I actually got the honor to test this in beta stage, and enjoyed it a lot! Let’s see if Bricc managed to bump this game up a notch.
Gameplay:
The gameplay in Raft is fun and original. Although similar games were made a while ago, Bricc changed the concept of any similar games, and made Raft his own. One thing he could’ve done better on was adding more than just wood, as I could use the same build for every level and win. It got to be tedious in the later levels, after dozens of time building the same structure. The gameplay revolved around using wood to build a platform, or a “Raft” for the player to stay afloat. This was a very good idea, but I hoped that Bricc executed it well, but I thought his execution was average.
Scenery:
The scenery in raft was pretty good. As soon as it got dull, Bricc changed it. The colors were vibrant, and utilized ppg textures, and polygons. Different settings and themes were used in each level, and Bricc did a good job conveying the tone of Raft. I think that the earlier levels could’ve been more unique, as only the color was changed, and nothing drastic, but it still looked fine.
Difficulty:
I felt that raft was easy - really, really easy. I used the same build, and won each level with the fastest time. I liked how each level possessed separate challenges, but the same raft always worked. I also felt that the levels with the large drops were actually harder than the last level, thus making the difficulty decently inconsistent. To add more  difficulty to raft, Bricc could have taken advantage of the different materials in the ppg creator.
Placement:
Block placement:
The block placement was average. Some levels tumbled the raft to ruins, while others possessed very little challenge, and the raft could slide right through. This touches on the inconsistency of Raft. On the levels with big drops, sometimes the raft would travel down, right through, others it would crash, but this wasn’t bad, unless the build was partly determined by practice and luck. In Raft, however, it forced you to use your intelligence… or non-intelligence if you’re me. But anyways, the amount of wood could have been cut down in some levels, because you could keep doing the same old build. Still, Bricc used Raft to make the player think outside of the box.
Hazard placement:
Raft’s only hazards are the slopes, which was a good thing, and built upon the level that precursored it. I felt that some were easy; some were hard. The icy river was probably the best level because of the ingenuity and creativity, that made it stand out from the rest. The first big drop was also decent because it stood apart, until the later levels, where the idea was repeated practically every time.
Pros:
I feel like I’ve battered raft enough, so on to the pros! The idea of building a raft, and simulating the fall down a stream was a great idea. You had so much creativity, and could add wood anyway you want. If your build don't work out once, you could always try again, until you got it just right.
Cons:
The inconsistency and repetitiveness were big issues. The difficulty was a roller coaster of easy and hard. The hardest level was the last, but the others were in no particular order, besides maybe the first level. The repetitiveness of the gameplay and scenery got to the point of tediousness, and I made the same raft over and over again. I guess it could vary based upon the level, but you could still take advantage of your one build.
Ratings:
Gameplay: ***/*****
Scenery: ***.5/*****
Difficulty: **/*****
Placement: ***/*****
OVERALL: ***/*****
I do not think that Raft is feature worthy, but it isn’t far from feature worthy either. I hope to play more of Bricc’s games soon, and thanks for reading!

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