a fun little character mod that had hype surrounding it that was, in the end, very deserved! her moveset may seem complex at first, which may seem like a downside since not many people enjoy custom button use, but personally i didn't find it much of an inconvenience at all. her moves are light and quick, and they're incredibly easy to get used to and are fun as hell. do i recommend this character mod? absolutely, honey is a pretty fun time. there isn't much else to say.
Upvote 3
I can absolutely see the inspiration behind the meter, that being the Wirebug from Monster Hunter Rise. The regeneration on the ground, the cap of 2, even the things you do with it. (if it wasn't intentional, then it's a huge coincidence.) Given that I love that game and the wirebug mechanics, i instantly fell in love with how honey controls. You might call the recovery "Tech", but I know that it's just the Wirefall. At this point, just give her the wiredash, wall run, and temporary third use, and you got the full package.
Upvote 0
Phenomenal mod! I'm so happy my girl's getting the love she deserves and she's incredibly fun and slick to play as.
My only gripes are that flipping gravity around causes her sprite to glitch out and leave a copy of her hair behind (and when using Jeck Jim's 3d model, her whole head gets left behind and tbh it kinda creeps me out. Please look into this and try to find a way to fix it if possible (I think the glitch has something to do with the lua error that appears when you flip gravity.) Thanks!
Upvote 0
After playing Honey for a bit, i can say that she's decent. The sprites are really nice! But the complicated moveset is too hard for me to control. It would be cool if you made the stomp was jump-spin instead of jump-jump. I might have to update this review.
Upvote 0
Nice to see a balanced and reasonable use of custom buttons. Also nice to see a character like this getting some love. I'd probably recommend disabling the Hyper Mode button combo while she's in her super form.

I encountered a minor bug when I finished GFZ2 in Hyper Mode, then did two special stages and was stuck with either a permanently full meter or the /appearance/ of a permanently full meter when I loaded GFZ3. Also, my game data corrupted while I was working on a run with her, but that might be a coincidence.

Also, some weird shit happens with her model both in special stages and when gravity flips in ERZ.
Upvote 0
Honey is an interesting character to play as. I'll be honest, her moves are flashy, but she's quite difficult to play as... doesn't gain the height Tails or Knuckles can and cant go as fast as Sonic, meaning she's mostly like Amy... which makes sense.

POSITIVES
+ Interesting playstyle with a lot of moves
+ Super Honey!

NOTICES
/ The music when activating Hyper Mode seems... goofy and anti-climatic. Unless this is a reference to Fighting Vipers, wouldn't it make more sense to play a small remix/snippet of Everything? (The song for Super Sonic in STF)
/ After collecting the 7th Chaos Emerald and reaching Egg Rock Act 1, I noticed that she would randomly leave copies of her hair and ears behind...

NEGATIVES
- Because she has a lot of moves, it easy to accidentally use the wrong one and kill yourself, or for a new player to find her frustrating more than anything.
- Activating Hyper Mode is tricky, at least for me. Usually trying to press J+S+C1 ends up either not activating Hyper Mode or gliding to my death...

I personally wouldn't recommend Honey to anyone unless they were a fan of Sonic the Fighters.
Upvote 0
there is currently a problem with her hair being stuck in place (in software) when gravity flips and her sprites being jumbled in the special stages

(in open gl with 3d models turned on) her whole head is stuck in place and her model remains headless until gravity is flipped back the worse part is in special stages where her whole body scatters making it really hard to know where u are

as for the character itself it's one of my top 5 and I really love her characterization in this mod, the cute pose she does whenever a stage is completed, her running animation, the ability to spam crouch and her attacks being references to fighting vipers she's a 9/10 on visuals, 9 because I would've loved an idle animation

it'll be a 4.5/5 when she's fixed
Upvote 0
I'm split on this creation of Honey The Cat. On one hand her combos are fun. One the other hand, Hyper mode requires 3 inputs at the same time.
More often than not, you'll go flying off to your death trying to trigger it.

Hyper mode is crucial to getting around, where speed and distance are required. This makes Honey The Cat unviable in certain level packs.

3 stars. She's situational at best.
Upvote 1
While I am not necessarily the biggest Honey fan, I adore how her design interacts with the SRB2. The concept of the gameplay is interesting but the execution could leave a lot to be desired. For example, her kitty pounce does not do any damage which is especially frustrating since you need a somewhat complicated bind of c1 + spin + jump to perform this move. Her moves in battle are short ranged, awkward to use, where it's worsened by her meter. Her overall special moves could be used more intuitively and incorporated better as gameplay where she could use a buff of some sorts. I do like her generally tho which is why I think this needs improvement because it has potential
Upvote 0
No more portlegs, it's time for the real deal and she's alright i guess.
Upvote 0
Honey is THE mod for this game that I was looking forward to the most. I just really like Honey, I don't know why, and anything that lets me play as her outside of her one game is very welcome. So I speedran my way to the Download button once I saw that she was released. And I started playing and... ah...

There are control issues all over the shop. The butt bop is good, but its auto-aim can easily send you flying wherever and interrupting your flow. Why does it have an auto-aim? Amy doesn't need an auto-aim for her hammer, and the butt bop is basically that but with a larger range. The stomp is not much use at all, yet it's assigned to Jump+Jump as if it's her signature move that you'll use all the time. It's not, and you won't. I spent the majority of airtime with my ring finger firmly glued to Custom Button 1. And speaking of Custom Button 1, though not airtime, the moon kick. It's okay, but it's cumbersome to use due to the Custom Button 1 requirement and ultimately doesn't add much - it's an "ignore platforming" move, which is odd to see here. Isn't Honey combat-focused? Ukemi is very, VERY limited in usage. It fits in with Honey a little better, though I do not comprehend the need for a control lock and ESPECIALLY why it needs to eat the post-damage grace period.

The cat pounce, even if it's not much more than a more risk-reward thok, is a move I enjoyed, but it's brought down by the same requirement of needing Custom Button 1 to be held to use. It's actually even worse than that - the pounce is an aggressive-looking move, and Honey is established to be a character that can jump-damage enemies even though she's no-spin. It's communicating that the pounce is an offensive move except it actually isn't... *unless* you press Spin again, it which case she curls up and can do damage. It's a pounce, why *shouldn't* it damage enemies by itself? Using the spin also automatically transitions Honey into a spin when she hits the ground. I'm not sure how I feel about that, given that Honey makes a big deal of being no-spin.

The meter seems to exist solely to give Hyper Mode a purpose other than being mini-Super Sneakers on command. Beyond that, it only muddies up how each move is supposed to function and can even get you killed because you thought you could pounce but nope, meter not charged yet. I do appreciate the Fighters reference, but...

It feels like there wasn't much thought put into Honey, gameplay-wise. Like there was no plan beforehand, and no review afterwards. Honey's shield abilities are disabled, yet she has no moves assigned to Jump+Spin. All that focus on Custom Button 1, yet it does nothing in the air other than let you use the pounce - and that should be the place of the stomp, as the ability the player will need less immediate access to. I wonder how much her control could be improved with some re-thinking. Maybe having to use Custom Buttons at all could be avoided!

(side note: I understand the necessity to make Honey more "complicated" so that she can properly represent a fighting game, but Honey as she is right now really does not merit it)

Before playing as her, all I had to go on were Twitter posts showing her off, and she does make a good showing visual-wise. You went the distance to make her ecclectic color palette customizable and her animations are all great. Having a dedicated Candy alt was a fantastic touch too! My only real complaints on that front are that her signpost sprite and victory animation look like they're not *quite* finished yet, and she has no "standing" NiGHTS animation so when she exits the Special Stages she looks really off. Minor stuff, I mean who cares about NiGHTS?

I can't ignore the gameplay issues, however. I don't know. I feel like I'm being a mite too harsh here. But Honey is a character who doesn't get enough representation, and I waited a long time to have a Honey in SRB2 (if I knew the first thing about good spriting or good 3D modelling I would made a Honey myself a LONG time ago), and I'm a lot less impressed by the result than I hoped I'd be. Perhaps trying to make another "combat" character after Cacee nailed it in one go wasn't a good idea. Oh well.
Upvote 7
Very complicated and inconvenient control. I didn’t enjoy playing as this character. I constantly need to press the additional Custom 1 button, which is very inconvenient. The sprites look interesting, but she doesn't have an idle-pose (or what is it called right?).

I get the feeling that this character was made for something else.
Upvote 0
Great sprites, and the hair colour system is neat, but her moveset isn't very fun. Using Custom 1 is awkward, and her moves aren't as combat-orientated as I would expect them to be (why doesn't the pounce destroy enemies?). Some changes to shift the focus towards defeating enemies would be nice.
Upvote 0
Okay lemme say this... Honey is alright but her abilities are basic and somewhat doesn't make me interested. I like the creativity and effort build upon to this but it doesn't really appeal me at all.
Upvote 2
I like the character, but kitty kick is just a resprite of whatever bandages did when jumping on an enemy
Upvote 0
using her hyper mode in record attack corrupts level mod save data.
to the extent of it crashing the game regardless of having the character added before hand.
Upvote 0
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