DarkPasta
The Darkest Kind
Wow, this was a really fun pack to play. I daresay I enjoyed it more than SUGOI, most of the levels were really fun!
I thought I'd leave a detailed review for each room/area/level/boss so that way each creator can get some feedback.
Overall, a great sequel to SUGOI and a great pack at that. I hope to see more from you and all these great creators in the future. :)
I thought I'd leave a detailed review for each room/area/level/boss so that way each creator can get some feedback.
I was a big fan of the hub in SUGOI, but I feel like this one definitely topped it from a technical standpoint. It was cool having the levels be in paintings and unlocking different rooms throughout the mansion. The shop was also a nice touch, though I didn’t use it too much. My only problem with it was that the items were randomized and there were only 5 slots, so sometimes you went to get something later and it was gone when you loaded it back up. I did like that elemental shields were added, along with some of the cool custom items like the fire flower and the cactus shield. Overall, I liked the hub.
Green Flowers Zone 1: A nice, simple, easy first level. I enjoyed it for the most part, especially the Sonic 2 8-bit music. However, I did have one problem: the first room. The slope in there was pretty much completely broken, at least for me. I finally was able to spindash and do an obscenely-timed jump to get up there, and by the time the springs took me where I needed to go, I was facing the wrong direction and had to start over. Needless to say, I spent a good bit of time trying to get past the beginning. The rest of the level was fine, mostly linear with a few little hidden things.
Green Flowers Zone 2: Funnily enough, this one took me much less time than Green Flowers Zone 1. I liked that slopes weren’t as demanding here, and that there were some simple underwater bits that weren’t rage-inducing. I will say, though, that the “waterfall mountain” at the end was a bit annoying due to the springs often launching you directly into the Skims above. Other than that, fun little level.
Holiday House: A bit small and easy, but a fun emerald-hunting level nonetheless. I liked how emeralds could be hidden under sheets, in bushes or imbedded inside of present stacks.
Sunlit Cavern: I actually liked this level a lot, even if the slopes were sometimes a bit finicky. Nice, simple level with mostly solid platforming. Also, the emblems are quite fun to get and aren’t that hard to find, which is a plus.
Frozen Valley: I liked what there was to this level (particularly the icy water, which was a nice touch), but there wasn’t much. I often found emeralds in the same places, and the level was done in under 30 seconds. I wouldn’t be opposed to this level getting expanded at some point, it has nice potential!
Steel Valley: Well, it’s pretty much Techno Hill, but that’s not a bad thing. This one felt very much like a level straight out of SRB2, with lots of small details and small branching path options here and there. However, falling in the slime was a bit annoying since it was the pre-2.1 version of it. Enjoyed this one.
Holiday Hill: Solid Winter/Christmas-themed level with many different places to visit. The ice platforming was a bit annoying in the beginning, but after a couple tries it was no problem. I also liked the music in this one, which I believe was made by SeventhSentinel, so good job!
Bubble Tides: One of the better NiGHTS levels I’ve played, period. I like that this was a 3-mare track, since the original game had 4-mare ones and usually SRB2 NiGHTS levels are just 1-mare. It was cool to see different parts of the quirky area, and to try and grab the emblems along the way. No real criticisms here, really cool!
Green Flowers Zone 3: I have to say, I wasn’t expecting to hear music from Sonic Drift 2, but Rainy Savannah is a nice choice. This one’s probably my favorite of the 3 Green Flowers regular stages, I like the aesthetic, the usage of slopes and the small cliff areas you can scrounge for items. Also, having the level end right where the boss picks up is a nice touch. Fun level.
Green Flowers Zone 2: Funnily enough, this one took me much less time than Green Flowers Zone 1. I liked that slopes weren’t as demanding here, and that there were some simple underwater bits that weren’t rage-inducing. I will say, though, that the “waterfall mountain” at the end was a bit annoying due to the springs often launching you directly into the Skims above. Other than that, fun little level.
Holiday House: A bit small and easy, but a fun emerald-hunting level nonetheless. I liked how emeralds could be hidden under sheets, in bushes or imbedded inside of present stacks.
Sunlit Cavern: I actually liked this level a lot, even if the slopes were sometimes a bit finicky. Nice, simple level with mostly solid platforming. Also, the emblems are quite fun to get and aren’t that hard to find, which is a plus.
Frozen Valley: I liked what there was to this level (particularly the icy water, which was a nice touch), but there wasn’t much. I often found emeralds in the same places, and the level was done in under 30 seconds. I wouldn’t be opposed to this level getting expanded at some point, it has nice potential!
Steel Valley: Well, it’s pretty much Techno Hill, but that’s not a bad thing. This one felt very much like a level straight out of SRB2, with lots of small details and small branching path options here and there. However, falling in the slime was a bit annoying since it was the pre-2.1 version of it. Enjoyed this one.
Holiday Hill: Solid Winter/Christmas-themed level with many different places to visit. The ice platforming was a bit annoying in the beginning, but after a couple tries it was no problem. I also liked the music in this one, which I believe was made by SeventhSentinel, so good job!
Bubble Tides: One of the better NiGHTS levels I’ve played, period. I like that this was a 3-mare track, since the original game had 4-mare ones and usually SRB2 NiGHTS levels are just 1-mare. It was cool to see different parts of the quirky area, and to try and grab the emblems along the way. No real criticisms here, really cool!
Green Flowers Zone 3: I have to say, I wasn’t expecting to hear music from Sonic Drift 2, but Rainy Savannah is a nice choice. This one’s probably my favorite of the 3 Green Flowers regular stages, I like the aesthetic, the usage of slopes and the small cliff areas you can scrounge for items. Also, having the level end right where the boss picks up is a nice touch. Fun level.
Green Flowers Zone 4: Fun boss, being able to change the music between Game Gear and Master System was cool (I switched it to Master System during his pinch phase). Sometimes it was a bit easy to cheat him into a corner and attack him several times, but the base Egg-O-Matic boss from SRB2 is like that too, so oh well.
Plastic Factory: Cool idea for a level, and a nice twist on the Christmas theme so many of these levels have. It was a bit weird hearing a remix of several songs looping, and some of the platforming near the end was just plain annoying. However, I admire the idea and the emblems were nice and easy, so yeah.
Funky Headquarters: A very short level with one easy emblem that I’m a fan of. It has its fun gimmicks, uses them quickly and then shows you the goal. Cool 2D level.
Sapphire Frost: Well, it’s a large, open snow level that uses Diamond Dust Act 1 for its music so already that’s pretty good. The igloos were cool and a nice way to get items. Emblems were mostly fun, and were either hidden or placed well. My only criticism is that sometimes the slopes were a little weird with the speed boosters, and thin ice platforms are never fun. Everything else was very well-made!
Polluted Polis: You know, I may hate Robo-Hoods, but I really liked this level. It’s a very cool idea to have a toxic waste-laden ruin, and I enjoyed finding the emblems and emerald token. Short, sweet and has a lot of style.
Night Temple: Visually this level is awesome. The platforming is a little tight for my liking, though. It wasn’t really a problem until the room near the end with the pillars, it just felt a little stilted. Also, the music doesn’t really loop well. However, I enjoyed the environment and the mini-boss was fun.
Crimson Castle: Not much to say about this one, good music, solid design and platforming. It was cool to see a lava and castle level without it being the cliché “final fortress” type of deal (not that there’s a problem with that, it’s just nice to see something more original).
Ice Cap: Well, it’s Ice Cap. Automatic plus. However, the first bit of this level (the part that I guess is supposed to be like the snowboarding section in the original) didn’t really do much for me. It felt kind of empty, but the skybox looked cool when you moved fast. The later parts of the level were more fun, though, and looked cool.
Plastic Factory: Cool idea for a level, and a nice twist on the Christmas theme so many of these levels have. It was a bit weird hearing a remix of several songs looping, and some of the platforming near the end was just plain annoying. However, I admire the idea and the emblems were nice and easy, so yeah.
Funky Headquarters: A very short level with one easy emblem that I’m a fan of. It has its fun gimmicks, uses them quickly and then shows you the goal. Cool 2D level.
Sapphire Frost: Well, it’s a large, open snow level that uses Diamond Dust Act 1 for its music so already that’s pretty good. The igloos were cool and a nice way to get items. Emblems were mostly fun, and were either hidden or placed well. My only criticism is that sometimes the slopes were a little weird with the speed boosters, and thin ice platforms are never fun. Everything else was very well-made!
Polluted Polis: You know, I may hate Robo-Hoods, but I really liked this level. It’s a very cool idea to have a toxic waste-laden ruin, and I enjoyed finding the emblems and emerald token. Short, sweet and has a lot of style.
Night Temple: Visually this level is awesome. The platforming is a little tight for my liking, though. It wasn’t really a problem until the room near the end with the pillars, it just felt a little stilted. Also, the music doesn’t really loop well. However, I enjoyed the environment and the mini-boss was fun.
Crimson Castle: Not much to say about this one, good music, solid design and platforming. It was cool to see a lava and castle level without it being the cliché “final fortress” type of deal (not that there’s a problem with that, it’s just nice to see something more original).
Ice Cap: Well, it’s Ice Cap. Automatic plus. However, the first bit of this level (the part that I guess is supposed to be like the snowboarding section in the original) didn’t really do much for me. It felt kind of empty, but the skybox looked cool when you moved fast. The later parts of the level were more fun, though, and looked cool.
Dusty Desert Zone 1: Enjoyed this one for the most part, the S3&K sand falls were a nice touch. There were lots of cool events and gimmicks to this level, and quite a few secrets too. However, one thing that really annoyed me here was that damn rising lava room. That thing made me a rage a bit, but nothing too serious. The only real problem is that you’re pretty much screw if you fall in the lava with no shield, since all your rings go under.
Abandoned Airbase: Wow. This one really impressed me in pretty much every regard. It was nice to take a break from enemies and hazards and to play through a puzzle-solving level in an extremely unique setting with the calming music of DSZ2 (Also, I’m a sucker for cool, super-detailed areas, especially ones that are abandoned). There’s pretty much nothing I would change here, one of my favorites in the pack.
Magma Peaks: Nice little lava level a-la-Red Volcano Zone. A bit short, but not really bad. Can’t think of much else to say here, other than that I swear some of those fireballs are invisible.
Atlantis: I’m not a huge fan of this one’s gameplay, but the aesthetic is cool and the music is GORGEOUS. The background impressed me, too. Other than that, my only real feedback is to maybe make the level a bit less reliant on enemy hordes. It got a little annoying sometimes.
Snow Summit: Ah, the lesser version of Diamond Dust’s theme. Haha, just kidding, it fits the level. Some of the platforming/slope usage here is annoying, but there are so many extra paths and secrets that I really think it makes up for it. Hell, there’s even one to skip the entire level (I only used it once ;) ). Anyway, it’s fun and slightly challenging.
Twilight Grove: Another of my favorites. Nice aesthetic, solid platforming. Not a very open level, but that’s okay, it added to the feeling of being deep in the woods/underground. The only real criticism I can think of is that last emblem between the two cliffs. That one is really annoying to get as Sonic.
Mount Torval Zone 1: Wasn’t expecting a Ratchet: Deadlocked/Gladiator reference, but it’s a good song. I quite liked quite a few things in this level, though some large, open areas felt a little too minimalistic in detail. Overall, though, it’s nice, Arid Canyon-style level with a few branching paths the encourage replays.
Abandoned Airbase: Wow. This one really impressed me in pretty much every regard. It was nice to take a break from enemies and hazards and to play through a puzzle-solving level in an extremely unique setting with the calming music of DSZ2 (Also, I’m a sucker for cool, super-detailed areas, especially ones that are abandoned). There’s pretty much nothing I would change here, one of my favorites in the pack.
Magma Peaks: Nice little lava level a-la-Red Volcano Zone. A bit short, but not really bad. Can’t think of much else to say here, other than that I swear some of those fireballs are invisible.
Atlantis: I’m not a huge fan of this one’s gameplay, but the aesthetic is cool and the music is GORGEOUS. The background impressed me, too. Other than that, my only real feedback is to maybe make the level a bit less reliant on enemy hordes. It got a little annoying sometimes.
Snow Summit: Ah, the lesser version of Diamond Dust’s theme. Haha, just kidding, it fits the level. Some of the platforming/slope usage here is annoying, but there are so many extra paths and secrets that I really think it makes up for it. Hell, there’s even one to skip the entire level (I only used it once ;) ). Anyway, it’s fun and slightly challenging.
Twilight Grove: Another of my favorites. Nice aesthetic, solid platforming. Not a very open level, but that’s okay, it added to the feeling of being deep in the woods/underground. The only real criticism I can think of is that last emblem between the two cliffs. That one is really annoying to get as Sonic.
Mount Torval Zone 1: Wasn’t expecting a Ratchet: Deadlocked/Gladiator reference, but it’s a good song. I quite liked quite a few things in this level, though some large, open areas felt a little too minimalistic in detail. Overall, though, it’s nice, Arid Canyon-style level with a few branching paths the encourage replays.
Mount Torval Zone 2: I think I preferred this to Act 1. Much more adventurous and varied, with some cool lava visuals. Not much to say gameplay-wise, pretty standard. I will say, though, that I died after spindashing under that one hole a time or two more than I care to admit. Also, I was surprised yet again, this time to hear something from Ducktales.
Fort Nitrate: GAH! I hate this level-- I mean I… love it? I don’t know, it’s complicated. Cool music and idea that actually works really well, but man are those bombs annoying. I swear, it took me a good 30 minutes to realize you could spindash into them in a specific way to launch them over things. But again, just because it was hard doesn’t mean it was bad-- it was designed very well-- but I’d be remiss to say I didn’t get angry more than once.
Mix It All Together! Zone 1: This one’s interesting, and I like the music choice. I’m often a sucker for levels like this, but some parts definitely work better than others. To be honest, the hardest part is probably the beginning, seeing as how the slopes are a little weird there. The rest of it is pretty straightforward, and I enjoyed it.
Steaming Towers: This is another love-hate sort of deal. I like the aesthetic, and a lot of the pipe puzzles are fun. But I HATE the sections that rely on extreme precision platforming-- particularly the final stretch of the level. Other than that, it was good; the slopes worked well, enemy placement was good (except for those damn Buzzes, hate those things) and the emblems were fun to look for.
Sundial Veld: Oh boy, you know I’ll give it points right off the bat because it uses Plant Kingdom music. It was a nice change of pace to have a medium-difficulty nature level amidst the much harder other ones, even if some of the platforming was a bit slick at times. Also, I’m 99% sure that you can’t get any of those emblems with Sonic. Which is annoying, because he’s the character I completed this pack with.
Leaps of Faith: I’ll be honest, I like the concept, but over 75% of this level was annoying. Not in a super bad way, though! Most of the platforming I was capable of pulling off on my first try, there’s just some, um, “leaps of faith” that didn’t sit well with me. I noticed that the level got expanded recently, I’ll have to give that a try at some point too.
Palace Peaks: I liked this one a lot, along with the Sonic Riders music. Very big, open areas with challenging platforming and plenty of enemies and hazards to boot. Not much to say, this level was fun, so good job. Another of my favorites, probably.
Fort Nitrate: GAH! I hate this level-- I mean I… love it? I don’t know, it’s complicated. Cool music and idea that actually works really well, but man are those bombs annoying. I swear, it took me a good 30 minutes to realize you could spindash into them in a specific way to launch them over things. But again, just because it was hard doesn’t mean it was bad-- it was designed very well-- but I’d be remiss to say I didn’t get angry more than once.
Mix It All Together! Zone 1: This one’s interesting, and I like the music choice. I’m often a sucker for levels like this, but some parts definitely work better than others. To be honest, the hardest part is probably the beginning, seeing as how the slopes are a little weird there. The rest of it is pretty straightforward, and I enjoyed it.
Steaming Towers: This is another love-hate sort of deal. I like the aesthetic, and a lot of the pipe puzzles are fun. But I HATE the sections that rely on extreme precision platforming-- particularly the final stretch of the level. Other than that, it was good; the slopes worked well, enemy placement was good (except for those damn Buzzes, hate those things) and the emblems were fun to look for.
Sundial Veld: Oh boy, you know I’ll give it points right off the bat because it uses Plant Kingdom music. It was a nice change of pace to have a medium-difficulty nature level amidst the much harder other ones, even if some of the platforming was a bit slick at times. Also, I’m 99% sure that you can’t get any of those emblems with Sonic. Which is annoying, because he’s the character I completed this pack with.
Leaps of Faith: I’ll be honest, I like the concept, but over 75% of this level was annoying. Not in a super bad way, though! Most of the platforming I was capable of pulling off on my first try, there’s just some, um, “leaps of faith” that didn’t sit well with me. I noticed that the level got expanded recently, I’ll have to give that a try at some point too.
Palace Peaks: I liked this one a lot, along with the Sonic Riders music. Very big, open areas with challenging platforming and plenty of enemies and hazards to boot. Not much to say, this level was fun, so good job. Another of my favorites, probably.
Roasted Ravine Zone 1: Hoo boy, this one was a doozy. Awesome mechanic, solid, almost stressful platforming and a lot of surprises (particularly the, er, end of the level). It’s honestly great, though sometimes the ropes were annoying and the level started to drag a bit from being too long later on in my opinion.
Propulsion Peaks: This level’s quite small, but encourages exploration which I think is great. I had to replay it a few times to truly discover everything hidden here. Plus, the music is great.
Pipes of Green: Well, Fudge Canyon was my favorite level in SUGOI, so I was excited to see what else VAdaPEGA was up to. And I have to say, this level was awesome, if not a bit confusing. I had no trouble the first time playing through this, but on subsequent replays I got lost a few times. Trippy, awesome music (Which I know VAdaPEGA made, good job) and level design and cool new enemies. It’s a short, art piece-type level that I enjoyed.
Empty Sanctum: Another cool NiGHTS level. It may only be 1-mare, but it was really cool to be able to go around on foot like in the original game or in Spring Hill. The only thing that annoyed me was that the water took away time, no other criticisms. The Chrono Trigger music was cool too.
Illumination Aerie: This zone looked awesome, and it played well too! I’m honestly intrigued by this world, and why it has those pink trees and quirky ruins. I’d give criticisms but I really can’t, I had a lot of fun here!
Roasted Ravine Zone 3: Wow, this was a really fun boss. It’s too bad we didn’t get to see Act- actually, wait, scrap that. Act 2’s usually longer than Act 1. Anyway, I loved the variety of attacks and the pinch phase that used the roasting mechanic. The ditch-effort insta-kill attack at the end was cool too, good thing I saw it coming! I like how Eggman used the cactus shield as his weapon (aside from the laser), that was a cool detail. Also, DAMN, I didn’t know Learn with Pokémon: Typing Adventure had such hype boss music.
Propulsion Peaks: This level’s quite small, but encourages exploration which I think is great. I had to replay it a few times to truly discover everything hidden here. Plus, the music is great.
Pipes of Green: Well, Fudge Canyon was my favorite level in SUGOI, so I was excited to see what else VAdaPEGA was up to. And I have to say, this level was awesome, if not a bit confusing. I had no trouble the first time playing through this, but on subsequent replays I got lost a few times. Trippy, awesome music (Which I know VAdaPEGA made, good job) and level design and cool new enemies. It’s a short, art piece-type level that I enjoyed.
Empty Sanctum: Another cool NiGHTS level. It may only be 1-mare, but it was really cool to be able to go around on foot like in the original game or in Spring Hill. The only thing that annoyed me was that the water took away time, no other criticisms. The Chrono Trigger music was cool too.
Illumination Aerie: This zone looked awesome, and it played well too! I’m honestly intrigued by this world, and why it has those pink trees and quirky ruins. I’d give criticisms but I really can’t, I had a lot of fun here!
Roasted Ravine Zone 3: Wow, this was a really fun boss. It’s too bad we didn’t get to see Act- actually, wait, scrap that. Act 2’s usually longer than Act 1. Anyway, I loved the variety of attacks and the pinch phase that used the roasting mechanic. The ditch-effort insta-kill attack at the end was cool too, good thing I saw it coming! I like how Eggman used the cactus shield as his weapon (aside from the laser), that was a cool detail. Also, DAMN, I didn’t know Learn with Pokémon: Typing Adventure had such hype boss music.
Greenflower Grove: Well, it’s Sonic 3D Blast, which I got immediately, but for some reason it took me a minute to realize that it PLAYED exactly the same. Once I got that I needed flickies, the level played just fine. A nice, easy special stage that’s not nearly as janky to control as Sonic 3D Blast (also, good job keeping in the mechanic of grabbing things on springs with flickies).
Tropical Island: I daresay this one’s even easier than Greenflower Grove, at least once you fully learn the mechanic of your energy meter. I liked how this level played, but the boss was a bit cheap to be honest. I only won by cheating him into a corner. If it weren’t for the constant laser beam, it’d probably be fine.
A Minesweeper Field: Well, it’s, uh… it’s Minesweeper, alright. Kind of cool, really. Not much to say, it plays the same and it’s a nice, slightly challenging puzzle.
Unknown Temple 1: I liked the concept of this one, though it took me a few tries in Emerald Practice to get it right. On one hand, it’s kind of trial-and-error, but on the other, the level’s rather short. I liked the boss, was that Eggman Nega? Anyway, one of the easier ones to play/figure out in my opinion.
Shade Mountain: This one. Okay, I’ll be honest, once I figured out what the hell I was supposed to do/where I was supposed to go, I thoroughly enjoyed it, good job. However, for about 5 or 6 tries I could see nothing and was aimlessly flying around for a few seconds until the BASH I was riding exploded. I’d recommend making the main path easier to see. Other than, cool, fun concept that I enjoyed.
Soniguri: This one was pretty easy after one or two tries, and I liked it. Azure Lake is one of my favorite classic themes, so nice touch. I enjoyed the variety in enemies and the usage of the Doomsday boss’ first phase. The only thing I’d change is the attacks of the boss. They do have a pattern, but they’re a little ridiculous. However, I did enjoy this space shooter-style level.
Highly Responsive to Hedgehogs: I enjoyed this one too! It’s a little challenging, but it’s the 7th special stage, so that’s to be expected. I enjoyed the boss and it felt worth it when I won and got that last emerald. I’d recommend making it a bit easier to decipher what to do, though, as it took me a minute to even understand what was happening when I first played.
Tropical Island: I daresay this one’s even easier than Greenflower Grove, at least once you fully learn the mechanic of your energy meter. I liked how this level played, but the boss was a bit cheap to be honest. I only won by cheating him into a corner. If it weren’t for the constant laser beam, it’d probably be fine.
A Minesweeper Field: Well, it’s, uh… it’s Minesweeper, alright. Kind of cool, really. Not much to say, it plays the same and it’s a nice, slightly challenging puzzle.
Unknown Temple 1: I liked the concept of this one, though it took me a few tries in Emerald Practice to get it right. On one hand, it’s kind of trial-and-error, but on the other, the level’s rather short. I liked the boss, was that Eggman Nega? Anyway, one of the easier ones to play/figure out in my opinion.
Shade Mountain: This one. Okay, I’ll be honest, once I figured out what the hell I was supposed to do/where I was supposed to go, I thoroughly enjoyed it, good job. However, for about 5 or 6 tries I could see nothing and was aimlessly flying around for a few seconds until the BASH I was riding exploded. I’d recommend making the main path easier to see. Other than, cool, fun concept that I enjoyed.
Soniguri: This one was pretty easy after one or two tries, and I liked it. Azure Lake is one of my favorite classic themes, so nice touch. I enjoyed the variety in enemies and the usage of the Doomsday boss’ first phase. The only thing I’d change is the attacks of the boss. They do have a pattern, but they’re a little ridiculous. However, I did enjoy this space shooter-style level.
Highly Responsive to Hedgehogs: I enjoyed this one too! It’s a little challenging, but it’s the 7th special stage, so that’s to be expected. I enjoyed the boss and it felt worth it when I won and got that last emerald. I’d recommend making it a bit easier to decipher what to do, though, as it took me a minute to even understand what was happening when I first played.
Final Tower: I liked the look of this place. That’s really all I can say, since it’s just a bridge level to a boss.
Final Boss: I really enjoyed this boss! Nice variety of attacks and a good system for chain attacks over time. I was a bit surprised that there was no pinch phase, but there’s really no problem with that. Good, fun boss, but not that hard.
Final Boss: I really enjoyed this boss! Nice variety of attacks and a good system for chain attacks over time. I was a bit surprised that there was no pinch phase, but there’s really no problem with that. Good, fun boss, but not that hard.
Sound Test: This was a cool little fun thing to mess with. Nothing else to say.
Custom Minesweeper: Well, it’s like the special stage, but custom. Not really anything new to say, it’s Minesweeper so it’s a fun puzzle.
Deleted Domain: Okay, I really liked this level. As I said earlier, I’m a sucker for levels that are mixture of different things, and it was cool to see so many mini-levels, all of them fun in their own way. The bridge levels were nice too, I’ve always liked the mainframe aesthetic.
Custom Minesweeper: Well, it’s like the special stage, but custom. Not really anything new to say, it’s Minesweeper so it’s a fun puzzle.
Deleted Domain: Okay, I really liked this level. As I said earlier, I’m a sucker for levels that are mixture of different things, and it was cool to see so many mini-levels, all of them fun in their own way. The bridge levels were nice too, I’ve always liked the mainframe aesthetic.
Star Garden: This was a fun mini level! I liked the underwater bits and how the environment shifted. The water flowing backwards was a nice detail. Also, that cutscene was actually really well done! Good job.
Star Genesis: Bravo. I wasn’t expecting the Star Dream fight from Planet Robobot, and I certainly wasn’t expecting to be fighting Ristar’s original form. This boss looked great, worked well and utterly made me forget I was playing a WAD in SRB2. Nothing bad to say here, I enjoyed every minute of this. Probably my favorite boss in the pack.
Star Genesis: Bravo. I wasn’t expecting the Star Dream fight from Planet Robobot, and I certainly wasn’t expecting to be fighting Ristar’s original form. This boss looked great, worked well and utterly made me forget I was playing a WAD in SRB2. Nothing bad to say here, I enjoyed every minute of this. Probably my favorite boss in the pack.
Overall, a great sequel to SUGOI and a great pack at that. I hope to see more from you and all these great creators in the future. :)