These cores are used at the base, for a general “score” -- to which the reviewer can then add their “tilt” if
they so feel warranted to positively or negatively impact the game based on a valid reason. If a game excels in
every core area, but fails to properly mesh each mechanic together well, the reviewer can choose to give a lower
score - or if a game is so bad, but is artistic in a way to be a parody of something, the reviewer may be inclined
to reflect the core in a different light.
Generally whenever we do “score” something, we try to keep it tightly within integers using a set standard for
ceiling and flooring. If the outcome overall average is a decimal, we round if the decimal is .5 or lower, if the
decimal is .6 or higher then we round up.
Rating | Name | Description |
---|---|---|
1 | Why? | Why was this game even made? |
2 | Bad | Fails overall in it's design and execution. |
3 | Poor | Tries to execute well, but still comes up short |
4 | Lacking | Lacks the materials needed to achieve a solid product. |
5 | Average | Does well on building its purpose, but does not achieve anything more. |
6 | Decent | Doing a bit more than the norm. |
7 | Good | Solid game! Good overall |
8 | Great | A game that reaches a high satisfactory feeling, still has a few issues but they hardly ruin the game. |
9 | Excellent | Striving for perfection, the game comes just shy of a near perfect score. |
10 | Near Perfect | Perfection does not exist, but pursuit of perfection does, and it exists in a package that has well defined functionality with removing nearly all issues... well done. |
*This standard is subject to change if we see fit.