1:15. Could definitely do much better but I'm here for reviewing, not time attacking!
(Also, if you silly people must insist issuing time attack challenges, at least have a time attack option.)
This is the second SAGE game I've tried so far and I must say, I'm quite impressed, however this game still has a few issues that stop it from achieving more than just "good".
(Also, if you silly people must insist issuing time attack challenges, at least have a time attack option.)
This is the second SAGE game I've tried so far and I must say, I'm quite impressed, however this game still has a few issues that stop it from achieving more than just "good".
Damn 1:15 isn't bad at all. Anyway thank you Chimpo I do so love it when people take the time to really analyze a demo, its one of the main reasons I'm getting better and better at making this game.
Visual wise, the game looks nice, however this is mostly thanks to the large amount of borrowed art. The original art is nice, but if you're going to put some original work in there, I suggest you put the quality up to par with the rest of the artwork you're using otherwise you just have this awful mash up. The Sonic sprite is a big criminal here. He just stands out way too much from the rest of the game thanks to all that shine you slapped on him. The animations are also a bit off. I don't know how you manage to mess up a walk cycle that was already done for you. Sonic walks with an incredible stiffness in him like he did in Sonic CD, and the enemies have some very basic animations. (Is the Rhino thing just one frame entirely? It would be nice if it had a turning animation.)
The Rino is 2 frames but its just the wheel spining your right about the turning animation consider it on the to do list. As for the Sonic sprite I fell in love with that sprite which is not mine some time ago and there is little anyone could say to convince me to change it. I do appreciate you pointing out its flaws though.
The level design in this is brilliant. It's a very nice blend of platforming and speed. The speed comes from the player figuring out the best route and using Sonic's abilities to his advantage (Spin-Dashing to get a quick boost, Peel-Out to build enough momentum to make a large enough jump and to skip an obstacle entirely, rolling down to get some speed.) The game I've tried before this depended on loops and a speed burst ability to get the sensation going, but you cleverly design the levels that it's up to the player's ability entirely to obtain it. Great job, I applaud this and hope that the rest of the levels follow the same design.
Very cool I'm really glad you like the level design and you description of it makes me like it even more. I've always felt that level design is what I am best and the old Time Twisted taught me a few valuable lessons: death pits suck, and get rid of the blockieness.
As far as the same level design I don't know about that entirely. I find that each Sonic zone requires a different style of level design for instance my water zone will be much more blocky than the rest and will not have any loops. In the end though I think it will be to your liking.
Music is pretty good. I don't know if these are original tracks or not, but they're quite catchy and memorable, exactly like they should be. Sound effects are mainly borrowed from other games so I won't comment on those.
LarkSS made me the original music he's going to make me a whole soundtrack isn't he the best? But I have to say my favorite piece he's made me I haven't even had a chance to use yet
There are a couple of things that urked me in the demo. One of them being the inability to influence Sonic's jump after taking off. It made some sections that would be a cinch in the previous games a pain in the neck as you could not slow down his momentum by holding the opposite direction, so you had to be VERY precise on when and how high you jump. It's really quite annoying and I hope you take a look at it.
Your talking about the trouble of jumping over two spikes aren't you? You know I never thought about it being a jumping problem or not I always thought of it as a flaw in level design which I debated about taking out. Duh I should have thought of that a long time ago thanks.
The time traveling system is even more annoying than in Sonic CD. In Sonic CD, you still maintain control of Sonic after passing a signpost and you can easily cancel out of a time travel. In Time Twisted, you pass a post, you get shot ahead like a speed panel and you only have a second to react. I don't know what you have in plan for the time traveling gimmick in the future, but at the moment it seems awfully useless, as all it does is swap the way levels look. Layout, for the most part seems exactly the same and there's really no reason to travel through time, so why are there like a million signpost throughout the stage? It breaks up the brilliant fluid level design with these annoying pauses rather than benefit the game.
There are several different paths you can take that don't appear in both time periods. But your right the time travel is kinda worthless right now, the only function it serves right now is for story really there are two cut scenes in the game the first zone you have to be in the past to view it, and the second zone you have to be in the future to view it. Its a way to encourage users to use the time travel and exploration and hopefully make the story a little more interesting. In the final game the robotizisors will be back and when you destroy them in the past there will be no badniks in the future. That and of course its one way to get the good ending.
Now as far as the function goes, I get complaints no matter what I do honestly. When I had it the other way I was told Sonic CD's time travel is lame come up with a new way to do it. This is what I discussed and decided upon with the help of the SFGHQ community. Now that I have it this way I'm getting complaints about it too not just from you. I can only conclude while I love the time travel and the more exploration options it gives the player there are people that just don't like it. I want and will keep it but here's what I will do: I will get rid of some of the redundant posts in the level, and maybe... maybe when I make the final product I will make an option for turning time travel off completely.
So far, the game shows promise, especially if the rest of the levels are as fun as these were. But the jumping mechanics, and the time traveling system is holding it back from being a truly great game. But that's why these early demos are for right? Get early impressions and tried to fix complaints! Good luck on your development and I hope to see more.
You are correct sir and I will work on the stuff you said. Thanks for the more or less review you don't know how much I appreciate it.


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