Well, it certainly is promising. I think this mod can go far, but there's a lot of weird level design choices that mainly stem from the modded cast (I used the vanilla sonic offered in the mod). For one, you accelerate a bit quick, which is not ideal since this mod is weirdly platforming based; sometimes you'll go into dash mode right before a section, which is a recipe for disaster. Also, the homing attack didn't really add much, there weren't really any sections where you had to use it (like badnik chaining) and it felt more of a restriction, since you can't thok off of springs anymore, and sometimes you'd homing attack into things you didn't even know were there, throwing you off. Normally, I'd like a homing attack, but the level design just wasn't built for it so I'd get rid of it unless you'll be utilizing it more, as the thok is 10x more useable than the homing attack in the mod currently. Now, onto the zones: for the first one, I quite liked it, but as stated before you accelerate a bit quick in some parts which feels off due to the platforming feeling like it's made for a vanilla sonic. If I were to change the level design in the first zone, I'd just make it thiccer so you have room to breath. For the boss arena, it was nothing special but served it's purpose, I'd also thicken it up a bit though. The second zone however, brings the mod down quite a bit for me. The first act had the same problems as the first zone, but the second act was a different beast. First of all, I don't know why there's a 15 second wait at the start, it doesn't really serve any purpose and even when I only had to sit through it once it annoyed me, so I can't imagine speedrunning the zone and waiting 15 seconds for each run to start, so I'd shorten that time down to 1-3 seconds, just like eggrock zone act 2. After that though, there's a really large room with a buncha badniks goin X games, I personally didn't like this room as it was kinda a nothing room, served pretty much zero purpose but it was the type of space I'd like to see more in these levels, just with stuff to do. Anyway, the rest of the level feels really misguided, like there's a part where you have to find switches to go up further, and the switches are disconnected from the main path in a way where you have to literally look around like a maze game to find them, which shouldn't be the case. The level design should guide you towards the switches by having them just off the path but enough where you can clearly see them. Instead though there was a wall with blue springs before it, which confused me for a bit as it was unclear what to do. After that came the conveyors, this part felt weird since there was a lot of stuff under it, but there wasn't anything helpful, there were also badniks in boxes that you would sometimes home in on on accident, so I'd remove those badniks. I'd also design that part like techno hill's much similar part, where the conveyers are front and center, layed in a 2 dimensional way so you can clearly see you need to go up them, that would make it clearer imo, also remove the abundance of those grey badniks that shoot at you, as they're VERY annoying. The last stretch where you're controlled by water and have to dodge spikes isn't the best either, it was fun at first but it started to drag, so I'd just shorten that section, as the fifth time it happened removed the wow factor and made me think "this is taking a bit". The boss arena was good, though the egg slimer's speed was a bit too fast.
For the music, I liked it, nothing else to say there, but I'd add some music to the cutscenes too, as I didn't hear any there, which made them kinda awkward. Speaking of cutscenes, I like the ambition, but I'd get other people to voice act, pretty sure roger has a good eggman voice, shoot a shot at him maybe? Unless you did, or roger doesn't do an eggman voice, lol.
I liked the mod, but I just think some parts are a bit rough.