That has to be the longest level in any sonictypes out there. I've been playing it for more than 40 minutes just to get to the end. Initially I had problems to steer character reliably, when I finally got the hang of it the game dropped new hurdle and I felt lost again. Level is huge, and I mean HUUUGE, but at the same time not that fun to explore. Underwater part is just a punishment, plenty of platforms lead to nowhere, some of the platforms that lead in the right direction are obscured. Turning left/right to correct your trajectory on a loop will cause you to drop, some of the steeper checkered roads will make you lose speed and fall as well. Sure, it's just a demo level and I'm sure you'll improve, just for me this particular level didn't feel organic, it's more like a skatepark with grinds and verts everywhere. Animation is good, the speed is there, the level could be cut into 3 smaller ones ;)
I rememeber your progress from dunno how many months ago, I'm glad you sticked with this game.
Gameplay is great so far, but your design is lacking. My suggestion is to experiment with level design and see what you like to make, and what ppl like more to play. Spark 3 can be of inspiration (ofc you already know it); but also more sandboxy experiences ala mario 64/odyssey with missions. I could also suggest a pure corridor A-B where the only objective is to reach the end flag.
PS: since this game seems a pg-8 you should avoid your Main to "flip off" in the cover. Rebellion per se dosen't need to be vulgar (see jet set radio).
The running and kicking felt really good. I think the best room for improvement was the level design, lots of weird geo and corners. Music was good and the enemies felt a bit rough around the edges but fair. Cant wait to see more
the running physics are satisfying, and the combat actually works pretty well, but the level design is still kind of all over the place, so it's pretty easy to miss a jump and it's SLOOOOOW to get back on the track.
the music is pretty loud and i couldn't lower it, which honestly added to the whole experience lol
None of the ui seems to work except for starting the game. It's possible to turn the camera enough to see the bounds of the skybox and the whitespace outside of it. I saw quite a few visual artifacts underwater, I'll post a screenshot below of what I mean.
Boosting definitely needs a lot more "oomph" beyond the lightning effect. I don't feel much faster whenever I use it. The modern Sonic games like to zoom out the camera bit at higher speeds to cheat the effect.
It's possible to avoid sinking into the water by spamming the jump button as soon as you touch the surface. Not sure if that's intentional.
Controlling the camera can be pretty awkward at sharp turns and loop de loops.
I got filtered by the ramp jumps so if there's more level beyond the first checkpoint I wasn't able to explore it lol.
Hope I don't come across too negative here, I like what you have so far and look forward to how it develops. If you haven't already played it, Spark the Electric Jester 3 is a great game to look at for inspiration.
In spite of any gripes I have with the game so far I still had a lot of fun and I'm very glad to see more of these types of games being made. I love how dense the levels are with so many different paths that can be taken. But it can sometimes be a little much and I found myself running around in circles trying to find a path that would move me forward. If there is an end to the first level I didn't reach it. Also the boost should give you more speed, its far more advantageous to use the kick to gain speed instead of using up limited boost resources. Enemies should be less intrusive, I got killed by the spinning enemy a couple times because it kept hitting me while I couldn't do anything. Same with the missile enemy that shoots you while you're grinding on a rail. I played the game on both my Steam Deck (which works with no issues I noticed) and my PC with kbm and I think I prefer using kbm. It feels like you can control the turning speed of the character far better with the mouse than a stick. I can't wait to see this project grow and develop, it has a lot of untapped potential.
The mechanics seem to work well. The main level looks really cool too. The problem is, I can't really figure out the way to progress, and I usually just get stuck wandering around underwater like an idiot. I'd like if the game reset you. Keep in mind, I haven't played any other games in the speedy fast guy franchise. The pause menu doesn't seem to be functional as well.
Thanks and yeah the level needs a lot of work in regards to being more intuitive to navigate and having more options for when you fall like platforms under water that actually lead you forward instead of making you backtrack.
He's a speedy dude with a cool hot and attitude! The game wants to connect to the internet for some reason. The starting audio volume made my ears bleed; the non functional options button mocking me. The ESC menu buttons cannot be pressed with the mouse. I don't think it says anywhere that LMB is attack.
Going fast feels good and can be controlled pretty well even with mouse and keyboard, so you're nailing that. You get really sluggish and useless when you slow though, but maybe that's the point. I hate falling into the water... Hope you'll make it less annoying to get back up in the actual game. I don't play enough platformers to give great insight into much but the jump could be better, feels like you hit the apex of it a bit too late or something, I dunno.
Thanks! All very valuable info especially the jump apex thing. Definitely gonna improve all those aspects in my next version. I didn't think too much on the low speed controls but you got a good point. It's like that because the controls are made for high speeds but there's no reason it can't switch back and forth between a more snappy low speed control style and back to the normal controls once you're above jogging pace.
Comments
That has to be the longest level in any sonictypes out there. I've been playing it for more than 40 minutes just to get to the end. Initially I had problems to steer character reliably, when I finally got the hang of it the game dropped new hurdle and I felt lost again. Level is huge, and I mean HUUUGE, but at the same time not that fun to explore. Underwater part is just a punishment, plenty of platforms lead to nowhere, some of the platforms that lead in the right direction are obscured. Turning left/right to correct your trajectory on a loop will cause you to drop, some of the steeper checkered roads will make you lose speed and fall as well. Sure, it's just a demo level and I'm sure you'll improve, just for me this particular level didn't feel organic, it's more like a skatepark with grinds and verts everywhere. Animation is good, the speed is there, the level could be cut into 3 smaller ones ;)
I rememeber your progress from dunno how many months ago, I'm glad you sticked with this game.
Gameplay is great so far, but your design is lacking. My suggestion is to experiment with level design and see what you like to make, and what ppl like more to play. Spark 3 can be of inspiration (ofc you already know it); but also more sandboxy experiences ala mario 64/odyssey with missions. I could also suggest a pure corridor A-B where the only objective is to reach the end flag.
PS: since this game seems a pg-8 you should avoid your Main to "flip off" in the cover. Rebellion per se dosen't need to be vulgar (see jet set radio).
The running and kicking felt really good. I think the best room for improvement was the level design, lots of weird geo and corners. Music was good and the enemies felt a bit rough around the edges but fair. Cant wait to see more
the running physics are satisfying, and the combat actually works pretty well, but the level design is still kind of all over the place, so it's pretty easy to miss a jump and it's SLOOOOOW to get back on the track.
the music is pretty loud and i couldn't lower it, which honestly added to the whole experience lol
None of the ui seems to work except for starting the game. It's possible to turn the camera enough to see the bounds of the skybox and the whitespace outside of it. I saw quite a few visual artifacts underwater, I'll post a screenshot below of what I mean.
Boosting definitely needs a lot more "oomph" beyond the lightning effect. I don't feel much faster whenever I use it. The modern Sonic games like to zoom out the camera bit at higher speeds to cheat the effect.
It's possible to avoid sinking into the water by spamming the jump button as soon as you touch the surface. Not sure if that's intentional.
Controlling the camera can be pretty awkward at sharp turns and loop de loops.
I got filtered by the ramp jumps so if there's more level beyond the first checkpoint I wasn't able to explore it lol.
Hope I don't come across too negative here, I like what you have so far and look forward to how it develops. If you haven't already played it, Spark the Electric Jester 3 is a great game to look at for inspiration.
In spite of any gripes I have with the game so far I still had a lot of fun and I'm very glad to see more of these types of games being made. I love how dense the levels are with so many different paths that can be taken. But it can sometimes be a little much and I found myself running around in circles trying to find a path that would move me forward. If there is an end to the first level I didn't reach it. Also the boost should give you more speed, its far more advantageous to use the kick to gain speed instead of using up limited boost resources. Enemies should be less intrusive, I got killed by the spinning enemy a couple times because it kept hitting me while I couldn't do anything. Same with the missile enemy that shoots you while you're grinding on a rail. I played the game on both my Steam Deck (which works with no issues I noticed) and my PC with kbm and I think I prefer using kbm. It feels like you can control the turning speed of the character far better with the mouse than a stick. I can't wait to see this project grow and develop, it has a lot of untapped potential.
The mechanics seem to work well. The main level looks really cool too. The problem is, I can't really figure out the way to progress, and I usually just get stuck wandering around underwater like an idiot. I'd like if the game reset you. Keep in mind, I haven't played any other games in the speedy fast guy franchise. The pause menu doesn't seem to be functional as well.
Thanks and yeah the level needs a lot of work in regards to being more intuitive to navigate and having more options for when you fall like platforms under water that actually lead you forward instead of making you backtrack.
He's a speedy dude with a cool hot and attitude! The game wants to connect to the internet for some reason. The starting audio volume made my ears bleed; the non functional options button mocking me. The ESC menu buttons cannot be pressed with the mouse. I don't think it says anywhere that LMB is attack.
Going fast feels good and can be controlled pretty well even with mouse and keyboard, so you're nailing that. You get really sluggish and useless when you slow though, but maybe that's the point. I hate falling into the water... Hope you'll make it less annoying to get back up in the actual game. I don't play enough platformers to give great insight into much but the jump could be better, feels like you hit the apex of it a bit too late or something, I dunno.
Thanks! All very valuable info especially the jump apex thing. Definitely gonna improve all those aspects in my next version.
I didn't think too much on the low speed controls but you got a good point. It's like that because the controls are made for high speeds but there's no reason it can't switch back and forth between a more snappy low speed control style and back to the normal controls once you're above jogging pace.