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Ninetails 2000![]() ![]() Where Furry Trash And Sincerity Intersect Posts: 2[Male] - ![]() | Apr 8, 2025 6:43 PM Sonic Recharged Thoughts |
Spent a bit chewing on the demo you posted and thought I would share some initial thoughts. -Overall the game is pretty solid but presentation is pretty bland. Given the game is WIP I understand that the art is most likely gonna change but thought I'd mention it. -Gameplay mechanics work well together. Simple but effective. I do wish that the Super Peelout was able to be held by just holding up like in CD but that's just me. Level design was rough in places, the camera could probably be pulled out a little as I found myself bumbling into pits and off platform and making leaps of faith a lot. I feel like either the Blue Shield should retain the Drop Dash or have some other feature tied to it because having the Drop Dash taken from me dis-incentivized me from picking them up. Other than that, Sonic felt a little bit TOO sluggish when it came to raw acceleration, which I assume is to justify keeping momentum and using Sonic's other movement options. -Special stages were fun in concept but it took me a second to put together what was going on with the combo system and what the sphere did. Nothing an eventual tutorial level can't clear up, but it was still a bit discombobulating having gone in blind. -Music choices are pretty adequate and the sound effects were standard Sonic fare. I will say that I kinda disliked the Special Stage theme being a Studiopolis remix, though that's mainly my personal bias coming into play(Tee Lopes overexposure.) In general this is a very promising foundation. The main thing that I would say this needs is a bit more of an identity to set it apart from being "Another Classic Sonic Fangame." But considering your past work, I'm sure you've got something in the chamber to help it stand out. | |
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