To add onto this, the big bulky knight robot could use a grunting sound when thrusting his lance.A minor suggestion... Robo-Hoods need a sound effect while firing an arrow.
To add onto this, the big bulky knight robot could use a grunting sound when thrusting his lance.A minor suggestion... Robo-Hoods need a sound effect while firing an arrow.
Things to have in future versions:
1. Make all the items 3D. (item boxes,things,characters,etc.)
2. Have different maps for Tag/Hide&Seek and Match/Team match; the Tag/Hide&seek maps should have more hiding places and can be more crowded and the Match/Team Match maps must be spacious and less crowded.
3. Make RVZ and ERZ a bit easier and GFZ and THZ a bit harder.
4. Have more NiGHTS levels. (there's only Slumber Circuit and Spring Hill.
5. Have Shadow or Silver or somebody as an unlock able character when you finish the game with all the emeralds or something.
That's all............
-The hangable object gimmick that works like the one in Sonic 2's Mystic Cave and Sonic 3 & Knuckles' Sandopolis and the ones that act that work the same but can also be used as switches to make a different way of getting to different parts of a level to add more to gameplay.
2) Vertical moving hang-able chain
It's a chain that moves down and up upon holding on it, depending on flags and values you could set:
-- Move up: (...)
-- Move down: (...)
-- Tagged to a special effect: I don't remember whether it was Sonic 2 or 3&K, Sonic pulls down a chain/chord and it turns on the light. I think a chain, upon being pulled down, could open doors, change the tagged sector's light level etc.
This way we can Keep separate elemental damages for more variety.
Flame Shield : [Color] Red/Orange, [Protection] Fire/Lava, [Hit] 1, [Special] Flame trail, [Weakness] Turns to smoke from water
Air Shield : [Color] Blue, [Protection] Water/Slime, [Hit] 1, [Special] Infinite breath, [Weakness] N/A
Attraction Shield : [Color] Yellow, [Protection] Electricity, [Hit] 1, [Special] Attract rings, Shocks anything in the water it touches [Weakness] Shorts out in water
Whirlwind Shield : [Color] White, [Protection] N/A, [Hit] 1, [Special] Mini jump, [Weakness] N/A
Armageddon Shield : [Color] Black/Lavender, [Protection] All Elements, [Hit] 1, [Special] Trigger explosion, [Weakness] N/A
Force Shield : [Color] Cyan, [Protection] N/A, [Hit] 2, [Special] Reflect, [Weakness] N/A
Basic Shield : [Color] Green, [Protection] N/A, [Hit] 1, [Special] N/A, [Weakness] N/A
Too bad your math is off.Pretty logic:
- 7 zones;
- 7 emeralds;
- 7 weapons;
- and now 7 monitors.
Too bad your math is off.
There are 8 zones (9 if GEZ ever gets made) and 6 weapons.
Normally, a level has only one of those elements. What difference would it make to split the shields? It would only mean that one of those three shields is more powerful than the others because it has the flame trail.The three elements, fire, water and electric, should be divided into those three shields, so the Elemental shield isn't so ridiculously overpowered.
That just proves my point. The shield is not overpowered at all.The fire trail hardly gives you any edge in Single Player, and is really only useful in Match. In which case, you could just give it to the shield that protects you against fire.
The first elemental shield allows you to skip one pool of lava.Egg Rock 2 has outer space and lava, so the Elemental Shield is incredibly overpowered there. And simply because the shield that lets you dip into elements is the same that lets you breathe everywhere, you can do stuff like breathe inside lava, which you wouldn't be able to otherwise.
But why were the Inferno Shield and the Liquid Shield combined to the Elemental Shield in the first place?