Very wacky Hedgehog shenanigans. Sounds do get annoying, I need a way to remove them
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Love the physics on this mod! Definitely very fun to use, and something I wish more mods did. Love chaining badniks with the marble spin.
Some features I would recommend for Sonic are being able to bounce while rolling and possibly adding extra functionality while water skipping (as currently the increased fall momentum makes it so water skipping falls too fast for you to maintain more than one skip), possibly even with the marble spin?
If you're doing Knuckles in the future, A bowling ball would be a great addition. It might not suit Tails very well, though.
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The ability itself is creative and fun to use. It's a bit unwieldy at first, but when you become better at utilizing it you can do some pretty cool stuff. The physics mod is the real issue I feel. It feels far too heavy and sensitive to slopes leading to unexpected launches. I wouldn't mind if there were a version with and without the physics because I don't prefer the one used here.
PerfectSystemDX
PerfectSystemDX
i can understand that, but the physics are partially there for balancing reasons.
i am, also, partial to very snappy platformers, but a huge part of it is that i don't want the player to stay in the air *too* long. the gravity when falling is exponential for a reason and it's not just because of feel

just for a tangible example, despite the increased verticality, it's pretty difficult to make that one skip at the start of acz1. that's intentional, i tuned the physics partially around that jump
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If the next update is like this instead then I have more hope, Also this mixed with rhpys is really good.
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Interesting and fun moveset, but could use some edits to make it more viable for a platformer.

The wallhit mechanic is a neat concept but I feel in its current form it takes control away from the player. I would suggest reducing the strength of the rebound, increasing the vertical boost, and having the rebound only occur if the player is holding spin. This would give it more of a situational edge and allow the player to control when to use it. Also, it might be worth looking into allowing unlimited rebounds or at least giving the final rebound the strength of a normal one.

I don't have much to say about the Marble Dive. It's a unique spin on one of Sonic's iconic abilities. Though, I was expecting it to give me a vertical boost if I touched a wall while charging it like in the Marble Blast games, so maybe that could be implemented. Also, it could give you more speed if charged for longer. (Is it intentional that charging a Marble Dive prevents bouncing off walls?)

All in all, a fun mod and a cool reference to one of my favourite platformer series. I'm excited to see how its development goes in the future. Maybe some of the more advanced tech from PlatinumQuest can be implemented?
PerfectSystemDX
PerfectSystemDX
1. the charging preventing wallhits isn't intentional, but it does help with some platforming until i make a better solution
generally the wallhit does give a vertical boost but i didn't make it high enough, increasing the boost while charging is a really good suggestion!
2. i want the wallhit to make control a little harder, actually! it's supposed to be a buff to control disguised as a nerf. the buff, of course, being the increased verticality if you learn to use it to your advantage. as far as making it viable for platforming, as far as im concerned that's a problem with the double jump and the physics, and ill continue to work on the accessibility of both, which admittedly i was stepping away from for a while

all in all, very useful feedback!! thank you!
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i love drop dash chaining
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really fun moveset honestly, makes sonic really fun and versatile-ish and i hope more unique stuff is made for the other characters !! one issue tho, sometimes sonic's wall bounce thingymabob launches him straight back from where he came, but im assuming that's srb2 jank, so 5 stars from me!!
PerfectSystemDX
PerfectSystemDX
that's completely intentional, you gotta learn to control it!
considered making the double jump into a momentum flip to make doing so easier, but honestly i think it'd take away from the more restricted nature of how the moveset is rn
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