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heya! ----- here from teh pokepasta and kirby rp discords ^.^

honestly i've never really played any sonic.exe fangames so it's not a genre i'm familiar with, but i am interested in seeing where this goes anyway :3 teh original music is nice, i like the it!



the demo's a little short for me to provide much in the way of useful feedback, i think, but i'll try to provide some anyway:

- spritework is somewhat incongrous - most isn't shaded and uses plain flats, but then some of it is. plus, while most things have simple black lineart, some things such as the mountainous background is lineless. not everything seems to have pixels sized the same, either - which admittedly, not all games do, but it always looks strange to me XP. also the proportions on the actual character sprites seem a little off and inconsistent.

i'd try to give more spritework critique but sprites have always been something i struggle with, so i'm not the most reliable source, i don't think XD


- while i'm on the note of scenery, though, the stairs to the little houses look like they're either layered wrong or placed too high/low. standing in the middle-front of the stair?


- some sort of visual indication of progress during the falling "survive" segment might be nice (maybe the background changing over time? of course there's also the basic "just put a progress bar in there" option too but that might be too intrusive, idk)


- aaaand lastly, i don't know how much traditional platforming you plan to have in the final or if the on-foot stuff is just going to be for cutscene purposes, but something i did notice about the brief on-foot segments: the turning feels wrong. the platforming feels Very floaty and ice physics-y right now by sonic standards.

if you get moving just slightly and then try to turn around immediately, you enter the skid animation and have to briefly slide to a stop even if you were barely even moving. even worse is if you build up speed first and THEN try to turn around - you slowly skid (backwards?!) to a stop for what can be a whole second or two! comparing against the genesis or advance games (fastest thing i could emulate to experiment with lol), where if you're going max acceleration on flat ground and then hit the opposite direction, it takes a few very brief miliseconds to skid to a dead stop and then turn around and get going again. the demo's strange turning seems to be an issue in mid-air too, to the point that turning in midair triggers the skid animation.

now, none of this actually matters if you're only gonna use sonic-style controls for interactive cutscenes, but if you DO plan to put more platform-y stuff in there then the perpetual ice physics are gonna HURT XP


OH GOD this comment got too long i hope this is okay. and i wish yuo luck with this!