Went through the majority of the game with most of these abilities last night. I'll try to keep my thoughts on each as short and straightforward as possible.
The Climb Thok could be renamed to the Swim Thok and it wouldn't be inaccurate, it's seriously strong underwater lmao. This isn't an insult or anything either, it made moving around in large underwater areas more fun. Otherwise, it's functionally similar to Katmint's old comet dash (which was already commented on by both of you in the original thread), but without the extra dashes or something else to potentially regain even a bit of speed it doesn't feel too satisfying to really do anything with. It seems like you were aiming to make it as simple as possible, but I feel like you could've let yourself loose a bit more for the sake of raw fun. I also appreciate you making a seperate skin for the ability!
The Momentum Thok feels pretty nice to get going, but it builds up incredibly quickly and there aren't too many places in the base game to take advantage of it. This makes it feel too situational to my liking.
I actually had to boot up the game again to remember what the EX Thok did. It's definitely the most difficult to understand, which is a bit ironic given it doesn't actually change too much. It's more thought out than the basic thok, but it's lack of straightforward conveyance and ultimately not being too different from what's already there hinders it in my opinion.
The Comet Drop is easily my favorite out of all of these. The momentum based initial dash and "climb" sending you higher according to your speed are excellent. The recurling(and dash out of recurl!), drop dash, increased spindash time, and slightly better(?) spindash control all brings the experience together. My only current gripe is that you have to press spin to drop dash after a comet dash. I assume this was done on purpose, but it'd be a lot easier to understand if jump did the same thing. Either way, this was the most fun I've had playing Sonic in awhile...good job!
The Rebound Dash felt similar to the old Comet Dash not unlike the Climb Thok. It being momentum based and having a second dash makes it feel more natural, though. It's nice and simple.
The Juke Thok felt a bit strange, as it seems like it'd be more useful for tripping up opponents in multiplayer modes than actually traversing a map. It's already been mentioned in the thread how the camera not affecting the direction causes some confusion as how to actually use it, but that was a problem I initially had too. I think it could be potentially fun in something like battlemod but otherwise I don't really have any strong thoughts on it.
The Climb Thok could be renamed to the Swim Thok and it wouldn't be inaccurate, it's seriously strong underwater lmao. This isn't an insult or anything either, it made moving around in large underwater areas more fun. Otherwise, it's functionally similar to Katmint's old comet dash (which was already commented on by both of you in the original thread), but without the extra dashes or something else to potentially regain even a bit of speed it doesn't feel too satisfying to really do anything with. It seems like you were aiming to make it as simple as possible, but I feel like you could've let yourself loose a bit more for the sake of raw fun. I also appreciate you making a seperate skin for the ability!
The Momentum Thok feels pretty nice to get going, but it builds up incredibly quickly and there aren't too many places in the base game to take advantage of it. This makes it feel too situational to my liking.
I actually had to boot up the game again to remember what the EX Thok did. It's definitely the most difficult to understand, which is a bit ironic given it doesn't actually change too much. It's more thought out than the basic thok, but it's lack of straightforward conveyance and ultimately not being too different from what's already there hinders it in my opinion.
The Comet Drop is easily my favorite out of all of these. The momentum based initial dash and "climb" sending you higher according to your speed are excellent. The recurling(and dash out of recurl!), drop dash, increased spindash time, and slightly better(?) spindash control all brings the experience together. My only current gripe is that you have to press spin to drop dash after a comet dash. I assume this was done on purpose, but it'd be a lot easier to understand if jump did the same thing. Either way, this was the most fun I've had playing Sonic in awhile...good job!
The Rebound Dash felt similar to the old Comet Dash not unlike the Climb Thok. It being momentum based and having a second dash makes it feel more natural, though. It's nice and simple.
The Juke Thok felt a bit strange, as it seems like it'd be more useful for tripping up opponents in multiplayer modes than actually traversing a map. It's already been mentioned in the thread how the camera not affecting the direction causes some confusion as how to actually use it, but that was a problem I initially had too. I think it could be potentially fun in something like battlemod but otherwise I don't really have any strong thoughts on it.
The lack of anyone doing anything outside of an air dash was actually surprising. Sonic's had a double jump in a handful of games now as well, so no one attempting to do something with that was also a surprise. You all seem like reasonably skilled people so everyone simply iterating on what was already there rather than doing something more unique was a little disappointing, honestly. I and everyone else enjoy these for what they're worth, but let yourselves loose next time!It probably speaks to how much we all like thok that we all tried to find ways to make it better, rather than coming up with something completely new.