I think the challenges need to be rearranged. The middle part with all the instadeath followed by shooters you can mostly tank makes the difficulty curve look more like a bell.
Kelvin Shadewing
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The graphics and music make me feel like I’m playing a DOS game, which I totally love. I like that the boss fight lets you just wail on them as much as you can when they’re vulnarable, just like a Sonic game should. There’s a few bits I think could use some improvement with what I’ve tried so far:
- Coyote time. This game needs it, especially since you’re expected to move so fast. An easy way to implement this is with a simple timer. Here’s an example:
if(isOnGround) coyoteTime = 15 //15 frames for example, can be any length else coyoteTime–
if(isOnGround || coyoteTime > 0) jump()
2: Swimming feels weird. I’m guessing you can swim in the green water because it’s nuclear? It’s still very slippery and hitting a wall at an angle you should just be sliding off of or maybe reflecting bounces you directly back instead. Check the angle of attack and determine which bounce is appropriate.
3: Getting out of regular water should be done with a jump. The way he just snaps up onto land when you touch it feels super janky.
4: Jump should be on a press event, not hold.
5: Having to go back and play a level again because I didn’t know what appeared to be optional orbs were actually mandatory wasn’t fun. It’s especially discouraging when the game seems to be telling me that S ranks will be expected as well. I don’t expect S ranks to be handed out like candy, like in Sonic Generations, but they shouldn’t be mandatory if they’re going to be this hard.