Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

999 SFX! I spotted you! (you should put any copyrighted assets you used in the Credits btw, even if you intend to replace them with original ones in the final release - so we know what is original and what is borrowed, and can also expect them to change by the time of release - also I like the level BGM so I’m curious where it comes from)

Gameplay and game feel

The game feel is pretty good, I see “modern” style movement as we’d find in games like Freedom Planet with high acceleration, easy wall slide/jump and simplified fly input (hold with gauge).

At the beginning when I saw the team selection I thought there’d be Sonic Advance 3 / Sonic Heroes style team moves, but not yet apparently, it’s mostly to swap characters. It makes showing all the characters on the level less important (we could just show one character and swap it when needed) except for Amy who’s… carrying… Miku.

The animated pixel art is nice although not too visible in-game due to camera being quite zoomed out (to enhance exploration). Considering your background in digital illustration explained on the video, it makes sense that you’re more comfortable with bigger character sprites displaying more their facial expressions.

The video was a bit long by the way, it’s nice to have a making-of but for the main video on itch I would expect from trailer / gameplay excerpt. With all the explanations and various memes in the middle I had to advance farther in the video to see what the game would look like, and it was apparently just the beginning of dev. In the end, playing the game was still the best way to do it.

Good job on integrating mobile virtual input! Although they do look a bit high on the screen, I haven’t tested them yet.

I also need to do it on my own Godot fan game (Super Sonic Heroes). I was interested in how you’d place buttons to swap characters since I also use Heroes team swap mechanic, but I don’t see such a button on the mobile interface. Are other characters supposed to be located near the top-left avatar, but it’s just not implemented yet?

999 SFX! I spotted you! (you should put any copyrighted assets you used in the Credits btw, even if you intend to replace them with original ones in the final release - so we know what is original and what is borrowed, and can also expect them to change by the time of release - also I like the level BGM so I’m curious where it comes from)

The game feel is pretty good, I see “modern” style movement as we’d find in games like Freedom Planet with high acceleration, easy wall slide/jump and simplified fly input (hold with gauge).

It’s fun to be able to bounce on the flying enemy twice as it has enough HP to survive a bit. I can imagine places where you exploit this to reach higher places (but the point of that trick would be defeated if Tails is in the team).

At the beginning when I saw the team selection I thought there’d be Sonic Advance 3 / Sonic Heroes style team moves, but not yet apparently, it’s mostly to swap characters. It makes showing all the characters on the level less important (we could just show one character and swap it when needed) except for Amy who’s… carrying… Miku.

Generally speaking, I feel like things are a bit wild in-game, you can do many things but also get past many things (esp. by flying with Tails, although the fly gauge has been tuned so he doesn’t go that far) and I’m not sure where it’s heading, but I suppose that’s to expect for a prototype: featuring many mechanics and level gimmicks and sorting out what works well. I’ll be waiting for the proper opening intro and 1st level to get a “cleaner”, more focused experience where I can indeed exploit all my moves to progress in an efficient way and find a good balance between rushing and exploring (like wall jump to reach high places, find collectibles or lore secrets… The opening was very short so I can’t tell how much the story will be important in this game).

Art

The animated pixel art is nice although not too visible in-game due to camera being quite zoomed out (to enhance exploration). Considering your background in digital illustration explained on the video, it makes sense that you’re more comfortable with bigger character sprites displaying more their facial expressions.

Promotion

The video was a bit long by the way, it’s nice to have a making-of but for the main video on itch I would expect from trailer / gameplay excerpt. With all the explanations and various memes in the middle I had to advance farther in the video to see what the game would look like, and it was apparently just the beginning of dev. In the end, playing the game was still the best way to do it.

Mobile support

Good job on integrating mobile virtual input! Although they do look a bit high on the screen, I haven’t tested them yet.

I also need to do it on my own Godot fan game (Super Sonic Heroes). I was interested in how you’d place buttons to swap characters since I also use Heroes team swap mechanic, but I don’t see such a button on the mobile interface. Are other characters supposed to be located near the top-left avatar, but it’s just not implemented yet?

P.S.: hm, it looks more on the dark/horror side looking at the intro but also the “monster” animated sprite lower in the list of screenshots on the sidebar. I remember I never played Sonic Unleashed because I didn’t like the werehog transformation, so let’s hope that doesn’t get in my way of playing it. Although I have no problem with having a darker mood in general (I like dark, but like stylish, I suppose - more like Shadow Generations’ dark powers?)