Ok, so far I've gotten through the main game as Sonic (kinda, I'll explain later) and I've gotten to Hex Heights as Metal Sonic. Below are some general comments and bugs I've encountered: Gameplay: Both characters control well but Metal Sonic is far more comfortable to play as. There were many moments in my playthrough when I crashed into something I didn't have time to react to as Sonic but was able to as Metal Sonic, since Metal can stomp, use the homing attack, and I believe controls slightly differently in a way that I find beneficial. Sonic's moveset is rather limited, but in addition to making things harder it also just makes Sonic's moveset feel kind of empty, like something is missing. If a drop dash or insta shield move were possible I think it'd flesh out Sonic a bit more. Keep in mind I played through the game as Sonic first, so I had a better idea of the layouts the second time around. Bugs/Comments General - Some of the 2D splines in the game are messed up and can cause issues. I believe you're aware of some of these already but figured I'd just point it out - Not sure if it's a bug but characters don't bounce back when they take damage. Would it be possible to add something like that as a feature? Keeping control while taking damage has thrown me off a few times, especially because I sometimes get stuck and continue to bounce on enemies while I'm taking damage and will eventually take more damage or I might die - Some of the death boundaries should be brought up a bit more, you can fall into some pits for a while - Just a general suggestion but would it be possible to add a death animation rather than just having Sonic/Metal Sonic go ragdoll? - Jumping next to walls is kind of strange in this game. It sometimes feels like you hit a ceiling that's not there. - Some hazards are hard to predict. Maybe if the camera was zoomed out a bit or if a Sonic CD esq camera was implemented that would help a bit? - Very minor, but te electric shield is very orange and kind of makes me think it's a fire shield sometimes. Maybe it could be a bit more white like in Sonic 3 SSZ - One time I jumped onto a speed shoe monitor from really high up and for some reason the screen went black, I was awarded 5 lives, and I couldn't control anything. Reseting the level fixed the issue IIZ - Act 2 seems to be devoid of any checkpoints which makes dying at the boss extra unforgiving, especially given how random this one seems to be. - Sonic's Act 3 didn't load properly 100% of the time (I mentioned this one before). It wouldn't load any character and it just faded to black and restarted the level (oddly the life icon didn't load in those instances so it wasn't like I lost a life). Holding left at the start of the level seemed to fix it. RRZ - It's possible sometimes to escape the 2D boundary at the start of the level, you then gain 3D control and can run past the whole level CCZ - There was a wall I got forced into as Sonic and then could not escape the crouching position. I could charge and spindash but I couldn't go anywhere - Act 3 has some odd invisible walls in the sections where you get the emeralds PPZ - Sometimes the fans don't work. They'll appear to be on but they won't lift you up in the air. Dying and starting back from a checkpoint sometimes fixes this - Sometimes in Act 2 I was loaded back at an earlier checkpoint in the level, but upon dying again I was sent to the correct one. - This is a fun one. In Metal Sonic's Act 3 it's still possible to turn into Super Sonic if you've collected all the emeralds as Sonic already in CCZ 3, and it's actually Super Sonic as you turn into the GDK Super Sonic model in a T-pose. You can beat the level this way, but upon finishing the act it will say that "Sonic Knuckl has got through" instead of "Metal Sonic has got through" HHZ - Only thing to report here is that sometimes after you run through those auto sequences that run around the stone pillars it can be kind of confusing to know when to hold the other direction (say you go into one of those stone pillar sequences holding right, but you exit going left. You have to hold right for a bit longer even though you're going left at this point, but if you start holding left too early you'll go right). DDZ - Those mobius strips are very buggy. If you don't go through them fast enough you'll be thrown into either the foreground or background where you oddly won't die. You either have to restart the level or find a way to glitch yourself further out of bounds to hit a death plane underground. AAZ - This level is just frustrating. Maybe it was just fatigue but yea, it was something. I think some signage might help in this level, as if you fall from higher up and end up on a lower path it's sometimes not 100% clear as to where you should go - In Act 2 the ship that shoots at you despawns if you die after you hit the checkpoint that's after the first building (which IMO was a relief) - Act 3 as Sonic is kind of a mess. The concept itself is already hard enough, if not unfair because you're given no rings (Those Metal Sonics are a bit too much), but it's also buggy. Sometimes instead of the ship moving directly over you it moved to the far right where you couldn't hit it. Sometimes the outer boundaries moved in at a faster pace than other times. Actually the only time I beat it was when neither Metal Sonic felt like loading and instead of getting an end act tally the screen turned black and I was still able to jump and move around, so I wasn't actually sure if I beat the boss or not. Overall I liked the game. It's a bit rough around the edges and a bit unfair feeling at times but it's very ambitious, looks and sounds nice, and it plays well, with some very Sonic esq level gimmicks sprinkled about. Great job, and congrats for being almost done with one of the most fleshed out Sonic GDK projects to date.