[MAD] Pressure In A Periodic Way

Review by ckmbud on Saturday, January 7th 2012
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Click to play Pressure Pads

Pressure Pads is a game created by 10000truths

Welcome to my first [MAD] Review (Magnificent And Diligent Reviews). Today I will be Reviewing Pressure Pads by the man who claims to never lie (that big liar), 10000truths. And if you wonder why my foot hurts, it's because my dogs gnawing on it right now.


Hypothesis


Visiting the Featured Games list I examined a game, by a peculiar name; Pressure Pads. I had no clue whatsoever whether this had to do with the game, or if it was a catchy title but the game seemed to exclaim "Review me". How could I resist? I had never uncovered a game including a Pressure Pad however my expectations were high as maybe a new concept had been formed.


A thumbnail might manipulate you into believing that it's just an image, however it can reveal to you much information from the game. The thumbnail revealed to me that it looked very confusing, making the game admit to me there was probably going to be tricky conundrums. Acknowledging more from the thumbnail, more information was absorbed into my thoughts to assist me think what this game Pressure Pads would be like.


Review


Level 1 started off simple. Just how an average game should, it took some thinking but not too much. The proceeding levels got more complex however. Every level some trick was added to create a shield of difficulty. This is what people look for in a game. The game introduces the concept to you the first level, and progressively gets more ruthless. This was extremely admirable in my opinion as it felt like a more realistic game. So the difficulty was extremely consummate but how was the new concept? Was it a unique one? Let's find out. The overall aim of the game was a massive pro. I think in all's opinions, it was excellent and very amusing to play. So here's the intellection: There are red objects that go by the name of Pressure Pad's. When a 'Placeholder Cube' is selected and controlled using the arrow keys and is set on a Pressure Pad, a door will be released and opened. This door will contain enough space to wedge a Control Cube, or Placeholder Cube through. However it is much more stubborn than that to figure out. As each level progresses, more Pressure Pads are encountered establishing more difficulty and puzzles. To make it more tough, there were hazards. They were located in the open thus you would have to go around them quickly. There were some Transparent Walls as well. These were crystal clear but had an opaque line of one specific color. The Transparent Wall only conceded it's corresponding color to pass it. All of this form together to create a new way to contend in games, and generate games as well. Also, I'm still perplexed on how 10000truths made the Pressure Pads, as they were never presented in earlier games. I have to congratulate him on that for making my powerful mind get obscured.


Pressure Pads wasn't much of those adventure type games, however it was lucid that it was an action game. Many eager obstacles barricaded your path, that would instantly crucify you. There were enemies when entering superior levels that would instantly dematerialize your selected player. At other instants in time, colossal craters waited for you to take tremendous vaults across it. If you fall through, you'd have to reestablish the level. These were the main aspects that slowed down your winning process and added a strong line of defense to the action's standards. Much action was added and was perfect; not too much or not too less. Let's talk creativity. No? Well then get out of my face, because I'm going to. 10000truths incorporated his creativity in a much original fashion. Everything inherited was creative in many's opinions- from the marvelous Pressure Pad idea, to the horrendous puzzles constructed using color schemes. I could tell from the thumbnail a boatload of fulfilling ideas were going to circulate the game as they did, and I can honestly tell 10000truths did not wing this game, but went through a lot of time and aspiration to make this game have such great ideas. Unfortunately I found a cumbersome flaw that didn't have to do with the game itself, but the amount of views. Such a chic concept should be more well known on sploder, however Pressure Pads is not prevailing as it shouldn't be. My goal is to gain this magnificent game some appearance and popularity. So yes, I found it brutally creative.


The sight's of Pressure Pads had a basic feel. It was enough to amuse my mind however I would enjoyed a more prominent game scenery-wise. For an epic puzzle game, I don't misjudge 10000truths as he had more to focus on but I wished just a little something was added. There was just a little something that mimicked me. Oh wait, I remember. Music. Through the amazing game 10000truths had neglected music. One one hand maybe he disliked the audible tune of music, or on the other hand he might have obliterated the chamber in the process. Either way I disagreed with his determination. In my prospective music is a grand aspect of the scenery concept. It really aids the gamer feel the game more, as the scenery does the same. Overall i didn't find it exciting no music was added. In a Physics Puzzle Maker game it's difficult to judge user's on the placement of objects, however I will still critic 10000truths on this category. The enemies were engraved at excellent areas to help barricade your stairway to heaven. Level fives's placement for where all blocks were places was majestic (Will be in more detail later) and overall his placement was well made. Another astonishing work 10000truths.


Puzzle. Do I even have to explain to you? The idea of the game was to burrow your way through difficult puzzles using Pressure Pad's and your mind. There was an extreme level of intense puzzle in this game, and I appreciated it as puzzle is my favorite aspect of a game. I can tell much effort participated in 10000truths mind as he incorporated these puzzles. The enemies and hazards however weren't as satisfying as they could have been. I detected numerous bland areas where it was way to simple to storm by in a flash. When constructing a game you want to avoid dull spots as much as possible. This would have made it stubborn to beat and would have stepped up a notch to the game. As an example, level one could have at least inherited one circulating enemy to introduce enemies earlier in Pressure Pads. Overall more enemies could have been implicated throughout most of the game. The enemies involved had an alright impact on the game in my opinion.


Level 5:


I have determined to formulate a whole entire paragraph on Level 5 for a very specific dialectic; it has a very different gameplay in comparison to the basis of the game. 10000truths decided to incorporate a labyrinth in this level. Only the colored blocks could go through their compatible colored walls. There were two separate players; a red and blue. To control them you'd simply select the color and use the W, left, and right keys (W would thrust speed upward to define gravity). It was unique how 10000truths managed to assemble a twist to Pressure Pads by originating a maze. I admired the idea though it changed the concept it was necessary and acceptable to do a minigame in the center of the game. So it was a favorable idea and I enjoyed it very much so.


Conclusion


Hardy, har, har. Obviously from reading the Review you would conceive that I was delighted in Pressure Pads, however there were the slightest cons. My beloved aspect of the game was puzzle and much if it was generated throughout the veins of this game and the whole Pressure Pad idea was ingenious.


Pros


Cool Concept: The concept was very original and had not been recognized anywhere on Sploder.

Perfect Puzzles: Many puzzles were uncovered and I enjoyed a lot of them as some of them were brain ticklers, or twisters. Whatever busts your boat.

Passionate Placement: The placement of enemies and pressure pad's was alright.

Ingenious Ideas: Many high intellected ideas were injected into this game and were fun to play with

Complete Creativity: 10000truths put his mind to the max when constructing this game and included most of the thing required in a game.

Satisfying Scenery: The scenery was good but could have been done slightly better.


Cons


Mischievous Music: No tune was inherited in this game and added poor quality to it.

Erroneous Enemies: Very few bandits were identified in this game and created some poor bland spots.


Ratings


Difficulty: ____.5/_____
 
Concept/Creativity: _____/_____
 
Scenery/Placement: ___.5/_____
 
Puzzles/Traps: _____/_____
 
Enemies/Hazards: ___/_____
 

OVERALL: 22/25= 88%


Feature Worthy?


Before I tell you my final answer I would like you to estimate. Was it in your opinion? Well in mine, I totally agree with Youngcaliman's decision on Featuring Pressure Pads. It had the originality and prodigious feel that it should enclose upon. New puzzles, a great possible difficulty. When all needed aspects are sealed tightly into one game, it creates one Feature worthy game.


*How Did I Determine This Game Was Feature Worthy?* Well I like to use a method called "POLLS"


Possible: Before I would Feature a game would be verifying that it's possible. Whether or not someone has beaten the game, I would still make a commendable effort on getting through 80% of the game. However the game can't be as easy as pie ;)


Originality: Was the game a rip off of another game or was it all truly great and original. Most content contained in the game should be made by hand, not from someone elses mind.


Length: I would certainly make sure the game wasn't a short minigame. I would make sure the game is long enough for a challenge. The kind of challenge members look for in a Featured game.


Lag: Essentially this isn't a grand factor when Featuring a game. I seem to find this important because some games lag enough to... to... to feed a bear! I dislike when members are able to deteriorate lag a bit more by turning on fast mode, or creating a new level (Not in Shooter) as it's not fun to play a game that freezes in two seconds.


Scenery: Was there a strong theme, plot and design inherited in the game? This is not the most important aspect however in my opinion is a backup aspect. If you lack a tad sprinkle of one feature, then scenery can be added. Nevertheless, you don't want to Feature a game with way too much running room or no theme whatsoever. It is much more enjoyable when a game has a plot and smooth setting to it.


~This has been a [MAD] Review~ (And I just realized Youngcaliman made a Review on the exact same game xD)

 
 


Pressure Pads Reviewed by ckmbud on Saturday, January 7th 2012. [MAD] Pressure In A Periodic Way - A game review written by ckmbud for the game 'Pressure Pads' by 10000truths. Rating: 0.5