i was recently playing around with this and i realized xsonic is pretty hard to play as, MAYBE because of a skill issue but i have noted some things that do genuinely make him hard to casually play and/or speedrun that could probably be changed for something like a v1.2. ill give a list of things below
snap dive
- it's kinda picky, while i was trying to make a run of gfz2, i was zipping to the where the yellow spring in water was near the start and snapping onto it was difficult as it seems to simply ignore objects that are too low EVEN if xsonic is right above them
- i know this one was probably made for convenience but say xsonic has just performed a snap dive without locking onto anything, you have already released jump, but when you come into range with another object he automatically snaps onto it. maybe have him do that only when jump is held
zip dash
- after zipping, xsonic performs a brief skid the decelaration of which is not influenced by slopes. it's a minor thing but it throws me off sometimes
- right before activating xsonic backs up a little bit, as such tapping spin or c1 multiple times will have him back up way beyond his starting point, not sure how would you fix this though
- if you zip dash off a slope, release and zip again, gravity immediately kicks in and you drop down instead of your aerial momentum being nullified for a bit, maybe atleast reduce the speed at which you start falling
walljumping
- stamina is linearly kept throughout every walljump but considering how fast it decreases, it would be better to add some stamina upon each jump
- stamina is proportional to walljump/jumpoff height so its difficult to predict how high up youre gonna jump sometimes. you could set a minimum height
underwater physics this is gen the worst part i know its based off of that one scene in like ep 1 but this is a video game PLEASE
- i know you can like accelerate on the ground even if slowly but if you jump you fall REALLYYYY slowly at a constant speed, you dont accelerate at all and it's a nuisance
- not even the spindash allows you to go somewhat quickly
- using the zip dash underwater starts a little animation but it WILL continue all the way until you fall onto the ground even if you let go of c1/spin, combine that with the weird gravity and it's annoying
- if youre on top of water but not under water, zipdash will still behave like you're in water and will have to come up to the top to start which can really break flow
i havent messed around with the forms yet, the sprites are fire and the hud is fire and the menu is also fire, but the issues really take a toll on the gameplay aspect
The idea of being Super Sonic is you're supposed to commit to the transformation. Not just go super, fly up somewhere and de-transform. That's dumb.
Also a thing about underwater: Holding forward or whatever direction you're moving, Sonic will speed up.
...You also have your Ring Burst to basically fly as base Sonic, you don't need to go Super. Another thing is, Fake Emeralds are completely RNG based so they could be in easier or harder spots.