I'll just put in my two cents.
Physics look really well done and if they're not "perfect" they're certainly enjoyable looking. Considering you can't do slopes with the standard character pawn, color me very impressed.
With the physics.
Your "graphical" "fidelity" is very lacking since it's really just generic forest assets, with misplaced materials that don't have Sonic fitting in with the environment. Also it's not "angel island" at all. Lighting information is all over the place and your bloom, as TimmiT (and I believe others) mentioned, is incredibly overbearing. Tone that shit down.
Your Blue Sphere map looks a lot like Xak's work from Sonic GDK, but that's not necessarily a bad thing. It does look better visually, since it's got nice solid colors and a subtle fresnel on the spheres. Everything about that? You want THAT for your levels. maybe with a bit more detail on the materials, but that's the visual style you want to go for. This is for a few reasons:
- It's simpler to work with so you're not assaulted with details you can't focus on.
- It's easier on the eyes, honestly; in a game like Sonic where you want to focus on what's coming up, that's *essential.*
- If you're not exactly an artist, you won't have to rely on assets everyone knows won't fit.
- Consistency is key. It looks professional and isn't distracting.
- "Real" assets that you didn't make to look like they fit just look like an asset flip. Simple as that.
Remember this very important thing: UE4 is a tool. It's a tool with admittedly a specific look to it. The last thing you really want is to make it obvious your game's in UE4. You may think that's a good idea, but believe me. Once the whole "OH COOL SONIC IN UE4" spectale is gone, what you're left with is an inherently ugly looking product that has no artistic direction and becomes an eyesore. It doesn't need to be that.
Believe me, photoreal is HARD. Stylized work isn't "easy" per say, but there's more you can get away with since there's less variables.
Good luck fam