Blacklightning
Insane Idealist
Well while we're talking about the red/blue bars, they should be directly on top of one another. If a HUD requires you to look on both sides of the screen for gameplay-critical information, it's fairly bad design - try to keep most of your HUD compacted into the same general area, or at least the same side of the screen, so the player can know everything from a quick glance and not waste precious moments searching through clutter. Also, it'd be preferable if you made a timer that can count in milliseconds. It's not mandatory, but it really helps time attackers, and seeing as this is a Sonic game...
Aside from the generic level design (which you really have no excuse for even at this stage, considering it's using the same engine and mechanics as your other games), I can't really comment on much else without seeing a gameplay clip.
Aside from the generic level design (which you really have no excuse for even at this stage, considering it's using the same engine and mechanics as your other games), I can't really comment on much else without seeing a gameplay clip.