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seing tenshi now in the mod makes me happy
since iku is busy giving messages prob tenshi gonna get hit by the lightning shields.
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Now that this has officially dropped, I can say that this is an impressively ambitious pack and there is definitely a lot to like. There are a lot of changes compared to vanilla SRB2 and could almost be its own game actually.

However, the pack at the moment appears to show all of the symptoms of what happens when the developers are trying to tackle too many things at once. The approach of working on every level concurrently while introducing more and more special mechanics has led to things like the level design and the texture work feel a bit messier than it should be (ie. too many things to keep track of and follow upon at once).

Jade Coast for instance saw the rapid introduction of new texture work that feels inconsistent at the moment, while Tempest Valley feels very inconsistent in the level of detail and level of polish in each room. It looks like things could've been checked over more thoroughly such as hunting down floating midtextures and making sure the starposts have been set in proper order. Then you have a rail mechanic being introduced quite recently as well.

In hindsight, getting the revamped maps to a somewhat completed state should've been the initial priority with the special mechanics introduced and debugged step by step, and then would come extras like custom UI work. It appears as if things got to where there was too much being baked at once with not enough chefs to monitor everything, because while the pack does in fact excel in places rivaling the best of SRB2, it feels underbaked in others and I do believe there could've been more time to comb through what was already done and check the smaller things before everything was uploaded.

Overall, though, I find the pack pretty engaging myself, it just needs to stop adding major new things for a while and instead see a lot of polishing passes so the potential can match the hype it has received over the past few years.
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Absolutely brilliant set of characters for show, what was done with Latias and Latios in particular is very outstanding work, I commend you very well done for the effort put in.
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A favorite and must-have for anyone, I really love all the character designs here. I hope you continue with such brilliant effort.
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I can certainly see the effort put in here, and everything is overall fairly impressive from a technical and visual standpoint. That said, I just don't really vibe with the current direction much of the game's level design has.

The best way to describe it is that it feels confused. It wants to lean into more momentum heavy level design and explorative, nonlinear level design, but it also doesn't feel like it commits or does it very particularly well. Despite being big, it doesn't quite feel like something like the vanilla game or even some mods I've seen, where there's clear marks between higher and lower/faster or slower routes or even pathways that lead to totally different portions of the stage. If anything, it's they can feel rather directionless. I've found myself getting lost at points in even the first few levels because things don't feel signposted very well, and there's sections which just have a bunch of stuff in it to distract you from the one hidden part tucked away you actually need to go into to proceed. Stages like Tempest Valley and Verdant Forest are especially bad with this, with some of the level design feels like it's made more to look pretty and intricate as architecture over being actual fun levels. As a result, you'll get things such as the villages at the end of Verdant Forest Act 2, which make an already extremely dark and hard to see stage even more annoying as you fumble your way and try to find the exit. This can also mean that since a lot of areas just feel open with no particular reason beyond to waste your time, the stages themselves can still feel quite linear in places. It's hard to put into words, but the best way to describe it is that some levels such as the ones I listed above look massive, but actually feel way smaller and the greater size just makes them more of a chore to play if anything.

Some of this wouldn't be as much of an issue either if the level design just didn't feel so boring. As said before, the game clearly wants to emphasize greater usage of physics and momentum in the level design, and levels themselves have been scaled up to accommodate. The problem is I don't really think it plays into this sorta level design much at all. There's slopes, sure, but ramps and steep inclines or general things that could be used to feed into this sort of level design feel few and far between except for specific key sections. A lot of things can still just feel flat terrain wise, yet since the levels are still designed to be so big, there's wide stretches where there's just nothing interesting going on.

Sonic stages like these work best when they feel really dense; never really having too much totally flat ground unless you're intended to be in a state where you can really go fast through it all, or there's some interesting platforming going on. SRB2 vanilla does this pretty well I think, with many stages feeling compact with a lot going on, even if it doesn't really focus on the momentum aspect as much currently. I don't really feel like the stages in Mystic Realm really do that, and as a result you can just find yourself trekking through these big, wide portions of stage with nothing of note.

Not that the momentum portions really feel like they work too well to begin with. I'll often find myself struggling to get up ramps even with a fully charged spindash because the speed loss going uphill feels just so strong. The fact that SRB2's insanely rigid rolling steering haven't been adjusted at all either can make a lot of sections which feel like they were made for you to roll down outright not even work. (The big hill incline at one point in Flame Rift Act 1 comes to mind)

Probably the weirdest thing about all this is that the Special Stages don't actually have as many of these issues. They feel more challenging, more compact, and generally just more interesting to go through. Sure, the additional incentive to keep your score up does add to that, but even on their own they generally just seem to have less fat to them. (Though there's definitely still portions where the lack of direction can become a problem, for example the start of Rainstorm Keep)

I think Flame Rift Act 1 is overall the best stage of the main Zones because it feels like the stage's size actually makes more sense due to the heavy usage of momentum and slopes the level has; not to mention the more organic split pathways it feels it has. It's not perfect, but it's definitely the level which feels the most interesting honestly and not boring to outright annoying to get through.

Overall, while I can see the mod has had a lot of talent put into it, I can't help but feel like in the current state it's in, it's just not a very engaging time. Considering it's not done though, I hope the team can see this as a means to improving things going forward.
Upvote 4
okay just finished a casual run of the main game and man was i surprised at just how MUCH there was in it, and i don't mean in like a "wow you guys actually made the whole pack" kind of fashion (though that is part of it) but in a "holy shit everything here is so fucking meaty" way. like honestly i think some of this level design is on par with fucking mania in how intertwining and multilayered it is, which is funny because it is fundamentally just final demo design underneath, but there's a lot more added to it that pushes it way past being just that. like honestly every part of this pack was just one surprise after the next, the visual design was absolutely stunning, the setpieces kept blowing me way, the gimmicks and enemies were really creative and the music was just chef's kiss, and it just kept on going and going and i wasn't bored for a second.

now, if i am being honest, there is A LOT of red tape i could take to this when it comes to the level/gimmick/visual/enemy etc. design, there were definitely a lot of headscratcher moments where i kept running into jank on all fronts of these. but even though it was frustrating at times, honestly i didn't actually find it to be the biggest issue. in the face of all the raw ambition dripping down from every corner of this pack, i genuinely think it's perfectly fine to not have everything working like a well-oiled machine, the raw "holy shit" factor is more than enough to make up for it, and with just a little bit of adaptability on the player's end, it absolutely does not drag down the experience.

like unironically, i was thinking to myself when playing to this that this could just be 2.3 and i would be more than satisfied, that's how much fun i was having. great fucking work.
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how afraid are you of fucking up agz? because this agz1 has been in the build so long that i'm starting to think it will stay that way and that worries me.
the special stages are incredible, the base game is mindless and quite frankly i don't want to play it to get to the special stages
rebound dash is boring as a momentum ability and makes me not want to go with sonic, playing anyone from a more interesting mod would be about cracking open the level design and not having an interesting and well-designed challenge
ultimately i think it's really *impressive* what's been done here but i'm not having fun. i'm just not having fun
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The only thing i think would be cools if you could have all the characters start out with their original colors so then you could just have that. Otherwise this mod is amazing! I also need help! How do I load a custom color I made? (If thats not possible that def needs to be added!!!)
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Hey I just want to say this mod is really cool and the moveset is neat but could you make a version without the moveset I know it says that you spent a lot of time on the moveset but I want to see how different characters play with the time limit
kirbwasnttaken
kirbwasnttaken
I think you should probably just, play spice runners then
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overall the mod look good it reminds me of the fang heist tho lol
but uhhhhhhhhhhhhhhhhhhhhhhhhhh i can't find frozen hillside goal ring :d idk if i found it yet but atleast the rest is good
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This is pretty good!! I love the Homing Snap, thought it would just be a copy/paste of Shadow's ability but it definitely feels like its own thing. I don't really mind the prerendered sprites either; the insanely good animations more than make up for them.

I will say though that the hover feels pretty unwieldy; steering is near impossible, the acceleration throws me off quite a bit, and the fact that you can only activate it once per jump without Homing Snapping is a huge detriment.

I'd suggest maybe giving it a few startup frames to aim properly (like a charging-up animation), and allowing it to be activated more than once per jump. Not too sure how to remedy the acceleration, but maybe I just have to get used to it.

Edit: Another thing I forgot to mention, I feel like the hover ability could use some visual effects, it feels pretty mundane as it is right now. Maybe a slight red glow or something
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ITS PEAK!!!! i love this mod soo much, but the thing that if you get out of the game and enter and your abilities are gone pisses me off alot, so i was wondering if its posible of that being changed, also maybe its easier to give peaple the codes to "dev mode" on the ta tails
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even if it looks simple(It is) its funny to mess with it.

but i will rate it 3 stars because its an mod an starter at coding would do,also because its not anything special.
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can't wait to recreate that one scene from polar express with thomas the tank engine. gonna be fricken awesome
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I thought the next update would just be adding the remaining characters, so the graphic/sound replacements pleasantly surprised me.
You really made Ring Racers feel like a WarioWare game with those modifications! And the spritework on the characters is E-E-E-Excellent-e!
I recommend this addon to all WarioWare fans old & new!
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Hello, Krepp here, and we're gonna take a look at Nick! Nick is an outstanding character that can be played by many people. He can be fast to master (like Pyro said) and he has very great balances in Vanilla SRB2's physics, stages, and more. There may be some quirks and placeholders here and there-- and there's nothing wrong with that!-- but he still is a damn good character. The customization menu, the moveset, the complexity, and the details are *this* close to perfection. All the way from the ZE2 beta to the final release will never be classified as bad in any way shape or form. Carlos-- I mean, Nick is like a present-- he will be cherished very much. Thank you so much, GLide KS. I hope you will make stuff as good as this later on. I'm counting on you!

By the way, I think the "Oooo ma gawd!!" emote is funny as hell. Bite me.
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Nick imo is okay at best not a character i'll main in srb2 even speedrunning with him with his movesets isn't that fun to me but overrall this mod is just fine
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Honestly this map is really fateful recreation of the sa2 map and it's fantastic, paired this with sonic adventure srb2 mod and you will have a great time 10/10 :)
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vanilla sonic on fraud watch for fucking once
peak moveset design, satisfying visuals, feels very polished
bring this guy to 2.3 when it drops and my life is yours
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I love this! Did a couple runs with him and he feels fun and powerful, but he also feels like somehow he's both missing something to flesh him out in some ways *and* feels a bit too strong in other areas; I can't help but feel like he needs some kind of balancing to help make him feel more fleshed out and, well, balanced.

-His Hover Dash feels a bit unwieldy in that it's very hard to change course or decide on an alternate path once you commit to it, but it is challenging in a positive way to control and feels fun to pull off well.

-His Homing Snap is SUPER fun to mess around with and I love how you can change your trajectory off of a badnik with movement keys to help position for the next Hover Dash, however it feels like it's *too* powerful in the sense that he remains invulnerable when attacking even flaming Pyreflies, Snappers, spinning Spincushions and the like.

-His Homing Snap feeling too powerful also feels like it sort of undermines Tidal Wave's utility, making Tidal Wave feel *underpowered* comparatively as a result, feeling less useful.


I do like the sprites, seeing models be transformed into sprites in a 2D space has always felt like an under-utilized method that allows for an artstyle that can stand in contrast with SRB2's artstyle yet still look good in SRB2, and I'm happy to see that it can still work well.

The voicelines are a very neat touch, they make Infinite feel more interactive and "animated", if that makes sense. They do sound a bit quiet compared to the volume of the music and other sounds despite both Sound Effects and Music being set to the same value, but that may just be me.

His Overclocked form is a TON of fun to mess around with, especially with the custom music, yet it feels like it leaves Tidal Wave hanging by not giving it a buff and choosing to buff Hover Dash and Homing Snap instead.


Overall I find this to be a very fun character despite having some drawbacks to his abilities, and I can't wait to see how you might improve upon him if you choose to do so. If not, can't wait to see more from you and what you make in the future!
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