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i wouldve rated it 5 stars, but i cant use any of the monitor presets in the gameplay options, which is weird, because it never happened before in earlier updates.
Skydusk
Skydusk
It should be fixed, "sets" table got eaten away and this should have been noticed in beta. I do apologize for the inconvenience.
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Don't really interact a lot with in here, but man Echoes might just be my favorite character to play as. I haven't played a lot as Skip or Jana (haven't even touched Kou lol) but Echoes feels pretty cool to play as. Nothing much, really love the mod and it's characters!!
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A really solid addon, overall. However, the power-ups not saving is kinda a problem (if you need help figuring out how to fix that, why not ask other devs whose mods also add powerups, like Metroid Vanguard?) Apart from that, though, still pretty good. 9.5/10
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I genuinely don't understand why the staff allowed this to be published in such an unstable state.
There are glitches, softlocks, errors, crashes, among other things in this that they really should monitor stuff like this more closely before letting it out on the message board.

Let's first start with the issues:
Issue Number 1: No stage is playable from the start.
What does this mean exactly? It means if you were to immediately start the game in multiplayer, no stages to select at all.
Additionally, and I don't even know what happened here for this to be caused: the game will crash when trying to load any other gametype.
Issue Number 2: Stages that have a completion area loop continuously when complete, or lead to a stage that isn't compatible with any gametype.
This means two things: you cannot go back to the hub world without cheats, and the game loads levels that were not deleted, usually resorting to the vanilla campaign. The last one is a common practice seen with these demos though, so I'll give that one a pass.
Issue Number 3: Black Moth's stage is broken on multiplayer.
Where if you die and respawn, you are stuck on the ceiling because the gravity flip mechanic works once. This also means if you are attempting to host this and go to Black Moth, all other players will be stuck on the ceiling because of this.
Issue Number 4: The rail grind section used for a loop-de-loop can kill you if attempted to get out of it.
This is usually for when you're in the wall, I don't really think using the rail grind for this job is necessary.

Now, the gameplay:
The only thing finished in this demo is Special Stage 1 for multiplayer.
Not even the first stage has been completed, half the level roster has NO endpoints that tell the game you completed the level, if you want to complete one of these you literally have to open up console to exit the level or type out the demo hub's map ID.
This is inexcusable for a demo. There should at least be some sense of finality before you make this public. If the bar really is set that low, I'd be convinced to move to other sources for addons if the quality control is this bad.

With that being said:
This demo is actually quite interesting in terms of how it seems like it's going to go. I do look forward to this being in a playable state, but with how this is shown right now, I cannot physically recommend this to anyone due to how unfinished it is.
Yes, the gameplay is fine for what is there, yes, the stages are pleasing to look at, yes, there is creativity shown in these levels, yes, there is something that can happen with this...
No, there isn't enough to do to consider this a public release.

If there is anything to learn from this, we should have work in progress showcase be a bit more intriguing to those who want to publicize their work.
Just making it so stuff like this doesn't bloat the addons & more list - as when stuff gets published here, I (and probably a lot of others) expect something that can be completed without cheats.

I really do hope this gets picked up again. In the meantime: play demo 0.1. I can confidently say that version can be completed without using the console
Andromeda
Andromeda
Hey so... thanks for the feedback.
Firstly, I'd like to note that I agree with you, and this is not exactly the most playable. However, when I published this I did so because I burnt out... again.
I did what I could to make it somewhat cohesive before I completely burnt out and the project potentially died, nobody knowing any progress was made. This project's scope has gotten bigger over the... 2... years...? I've been working on it, and it's very hard to stay motivated to try do it all by myself.

Also, I was sure I made sure the levels were accessable via level select, but maybe I didnt test everything right?

Regardless, I thank you for your feedback, and I will take what you've said into account.
Though, if you, or anyone else would like to help, you can reach me on Discord via the link in the description.
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the mod's pretty nice, though i wish we could get up after tripping, oh and the mod's buggy with non-green resolutions too (which can be used to cheese the blindness curse)
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The add-on introduces gameplay elements from Sonic 3 & Knuckles, such as the Insta-Shield, which significantly alters and enhances the SRB2 gameplay experience.
The physics adjustments are well-received, contributing to a more authentic and enjoyable classic Sonic experience.
Nostalgia Factor:
For fans of classic Sonic games, particularly Sonic 3 & Knuckles, this add-on provides a strong sense of nostalgia. Users express joy at being able to relive those classic gameplay moments within SRB2.
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great model pack but the adventure sonic model is a bit broken will be posting a msg with a gif showing whats wrong
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Overall, a decent mod. However, the method of spindashing feels a little awkward and it SUCKS that the Super Emeralds (which can take a LOT of farming, depending on level) don't save upon returning to the title screen, unlike another character mod that uses custom Emeralds (RushChars). Hopefully, the latter can be addressed in a future update (this being a manjor gripe of mine. And ik about the "getallsuperemeralds" command, but if you've already gotten all super emeralds legit once, you should just.... have them and not have to use the command)
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can you put instructions on how to install audacity on windows in 2025 (aaaaaaaaaaaaaaaaaaaaaaaaaaa, letters are to meet the 100 char minimum)
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SPOILER ALERT: I didn't like this pack.

-Hyudoro Ruinsway takes my Kartvehicle out of Controlmanagement and makes me feel like my Controllergamepad won't Workfunction! Jokes aside, this is one of the better maps in this pack. I just feel that the corkscrew turn at the end is missing a lightsnake FOF, making it easy to fall down to the bottom from the top. Also the tripwire at the beginning is fair and all, but I find myself getting stuck in the small section AFTER the tripwire, so I just get stuck in offroad longer than I'd like. The second opening should be expanded a bit.

-Rancid Machinery is also quite enjoyable. My main gripe with it is that the grey dash rings shoot you into a wall and leave you to slowly fall, rather than shooting you downwards. Also the very end section is a bit bland and could use some extra obstacles to make for a chance at recovery.

-Omashu is where all the fairness just gets thrown out the window. First of all, the diagonal springs blocked off by tripwire shoot you into a wall! (I'm starting to notice a pattern.) I get that it's to let you hit the sneaker panel, but that means nothing if I'm just going to boost into a wall. But by far the biggest sin of this map is the part near the end where you have to trick upwards. It's not necessarily bad for a trick panel to expect you to trick in one direction only, but the implementation here is so tacky that I often find myself tricking forwards just to miss the jump by an inch. If you want to keep this design, the ending platform should be raised to make it more clear that it's expecting the player to trick upwards.

-Castle Frenzy isn't nearly as bad, but it's still not great. The entire map is littered with sharp 90-degree turns, where any attempt at boosting is met with a dead end or a cliff. To be honest, this one grew on me, and I did end up enjoying it. The biggest problems with it are the red and yellow trick panels; since they have you entering a hole in the wall, you'll miss the jump if you approach the springs at any angle other than perfectly straight. Also, too many sharp turns.

-The sealed star which I already forgot the name of is definitely the most egregious out of any level here. I get that sealed stars are meant to be very hard, but this is just overkill. The map is covered in U-turns that are hard to see coming and many failed attempts feel unfair. With most sealed stars, even the hardest ones, failing the stage makes me think "I can still do this, I just need to not mess up my route." whereas this stage just feels like a persistent slap in the face the whole way through.

TL;DR takeaways that apply to every track here:
-The maps are covered in guardrails except for in the spots where guardrails would be the most necessary.
-Random pitfalls are not a substitute for difficulty.
-Unchoreographed turns are also not a substitute for difficulty.
-"Practice" and "Memorization" are not synonymous.
-Don't punish the player just for going fast.
-A map where you have to stop and pivot just to avoid a trap is not a fun map.
-If you feel the need to place ark arrows at every turn, you're doing it wrong.
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I don't write a lot of reviews on here, but I wanna make an exception here because the Echoes update gave me words.

Skip, Jana, and Kou are some of the best character mods for this game, they're insanely creative and recontextualize the entire campaign. Skip makes you seek out enemies as a resource, Jana's primary movement mechanic uses the walls that most characters either don't interact with or don't want to interact with because climbing is slow, Kou is probably the most straight-forward of those three but cancelling his moves between each-other gives what would be a pretty basic moveset unique execution.

Echoes doesn't feel as thought-out. The other characters, along with many other characters outside of this mod, have some kind of cost to any level-skipping abilities. Tails' flight slows him down, Knuckles' climbing is slow, Metal needs high speed to keep boost, Skip needs scrap to make shields, Jana and Kou have high skill floors, X Sonic spends rings at an incredibly fast rate to use his best move. The intent for Echoes seems to be to have a reverse snowball effect where making a mistake weakens you and you aren't allowed to make many mistakes, but I think she's far too lenient for this to be interesting, and her particular skillset (combined with the type of game this is) prevents that approach from really working.

She essentially works on her own health system separate from SRB2's normal mechanics of rings and shields, and that's obviously there to make her less forgiving, but then for some reason she doesn't lose abyss when she gets hit during her attacking states. This means that her moves are designed to come at the cost of "fragility" that the moves themselves completely offset. I feel even without that design decision, the lost's health system isn't a good way to balance a character here. The thing is, the lost ultimately has a pretty lenient health system, getting to take 1 hit per room isn't that bad of a deal in isaac, and even if you stretch "per room" to mean "per checkpoint" for this game there isn't exactly a habit of checkpoints being spread far apart even in mod levels. Additionally, Echoes's abilities are simply so good that they would completely negate this downside even if getting hit during void caused you to lose abyss, because srb2 is not a game where it's particularly feasible to get hit when you're flying through the air at high speeds, and the situations where speed would put you into danger are often ones that would kill you regardless of the health system change.

If you were to keep the health system as her gimmick, I would recommend the possibility of changing abyss loss to be more permanent, having him refresh only on level clear, maybe life monitors as well.
Additionally, I actually think her abilities could cost rings. It's strange that rings are totally functionless on her unless she has emeralds, and introducing this cost would at least force her to engage with level design with a bit more thought than just flying over everything for free.
At the very least, I wanna know why getting hurt during her attacks doesn't make her lose abyss, I just don't know what the thought process was there.

Reading that she was inspired by an isaac character left me really confused as well, because you made a character who is followed around by a ghost.... and didn't base her mechanics on Forgotten or Tainted Jacob? Really my very first impressions were just disappointment that Abyss doesn't do much, to the point where you can turn him off and the character continues to function exactly the same. The character is like, finished, so it feels rude to make a comment that amounts to "why isn't this something completely different", so feel free to write off this last paragraph entirely.
DrStephen
DrStephen
So ignoring the "Echoes doesn't feel as thought out" comment that I found to be slightly insulting considering the amount of effort and time we've spent on her over two years (I assume that was definitely not your intention), I would like to explain the thought process for her since you're curious.

I wanted to make a glass-cannon like character, someone who is really strong but can crumble really easily. However, SRB2 is definitely not a game where you could easily apply this sort of archetype (like trying to fit a fighting game character into a platformer), and so I had to tweak things around for it to fit. Her vulnerability has been tweaked numerous times, either making it more or less punishing - but the main reason why it is the way it is nowadays is very simple: player comfort. Or more accurately, avoiding player frustration.

I'm not here to make a souls game, I'm here to give people a good time, and if Echoes' fragility gets in the way often (Let's say, for example, using your abilities for too long removes Abyss and you don't have him for the rest of the level), she'd just be frustrating to play as. Like walking on eggshells all the time, that's just not a fun gameplay loop. This is why her abilities can protect her from a hit, but can't be abused as they're put on a cooldown for a long few seconds. It's all there to make her not downright frustrating to play, or having to be super careful when doing basic things. She's also loosely based off the Lost, not just because of the fragility, but because it fits her and Abyss' character far more than the Forgotten and ESPECIALLY Tainted Jacob. The latter being the complete opposite of Abyss' character.

I always focus on fun first, and though I do admit all of my characters lean towards the OP side a little bit, that's kinda just how I like to make 'em. I'm proud of our work and happy with how Echoes & Abyss play, I don't plan on reworking anything for them.
I've gotta say though, saying Jana has a "high skill floor" when she's singlehandedly the most unbalanced character I've made was pretty funny to read.
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THIS CUTIE CAN COOK!!!!!!!!!!!

Seriously though, These sets of maps have been the most fun I've had when playing Ring Racers With friends and the like, Coming from Pack from SRB2K to this one and the Glow up is nice, and the effort put into these stages are amazing.

Maps like Coconut Mall is nice, But I tend to enjoy the unique stages a lot, I'll say it can be a bit longe but the personally taste, but it doesn't take away from the enjoyment from the maps.

Can't wait to see what else Epic will cook up next~
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MULTIPLE WEAPONS WITH MULTIPLE ATTACKS? COUNT ME THE HECK IN AND LET ME COOK (Laughs in Devil May Cry player)
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You should update this addon to include indirect Badnik deaths as well (such as when Badniks get killed by hazards).
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my bad on the previous one i didn't understand how the characters were designed


YOU'RE TELLING ME YOU PUT POWER RUSH STRATS IN A PLATFORMER GAME
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This model pack looks awesome! I love how SATURN they look! It gives me Sonic Jam vibes, but I don't even know where to begin.. The file is 7Z and I do not know how to extract it into the .zip, but other than that, great models Jeck!
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