Suggestions

I've recent beat the game, so I wish to ask for 2 general suggestion, both related to boss fights:

1. Fang's 2nd Phase is pretty cheeseable by just standing in the middle of the arena and hitting him as he comes to you, or waiting for his bomb, I think a simple way to make this a bit harder would maybe be so that when he jumps towards the middle, he jumps out of your hitting range, and then drops a bomb, forcing you to reposition, if only slightly.

2. Admittedly, this is largely a me thing, but I found the mechanic for Brak Eggman to be rather dumb. Not completely unintuitive or anything, it's easy to stumble upon it, even, just it seems really silly that the final boss needs to deliberately walk into the obviously-bad-for-them Green stuff to be hit instead of something that feels more like you're actually using your speed to make him mess up. My only suggestion would be to give him some sort of charge that you can lead him into the green waterfall with., maybe with later phases letting him teleport as he builds up the charge so you can't just sit behind the waterfall the moment you see him gathering energy.
 
it seems really silly that the final boss needs to deliberately walk into the obviously-bad-for-them Green stuff to be hit
Now that you mention it, I do think something that puts the power to make Brak vulnerable in the player's hands would probably be more fun. Instead of luring him into zones of already dropping acid, maybe a set of switches you can press in an attempt to manually drop acid on him based on where he is?
 
I think the T-rex could work better as a miniboss setpiece before the actual Eggman boss. imagine having to run away from it while it lunges and bites at you, having to jump at its head when it misses. Think something like the T-rex in that old Jurassic Park arcade game mixed with the City Escape truck sequence.
I like your idea. It can perhaps be a Mech T-Rex built by Eggman that chases you and this sequence is something that can occur at the end of RVZ2 before entering the crater, which is where RVZ3 would take place in while the main boss of RVZ3 is of course, in a boss machine (Being the fifth boss that uses the Egg Mobile, but in this case, the Egg Mobile is enarmed to fit the theme of RVZ and possibly, taking my idea of what I thought what RVZ's boss could look like).
 
Now that you mention it, I do think something that puts the power to make Brak vulnerable in the player's hands would probably be more fun. Instead of luring him into zones of already dropping acid, maybe a set of switches you can press in an attempt to manually drop acid on him based on where he is?
You know, that's definitely a better Idea. I'm surprised I didn't think of that when I was thinking of ways to work on the fight.

It could even be an attack he does on you if you get close to a grate, to keep consistency.
 
a new exit sector, y'know how you have to wait a couple seconds before you actually start going to the next map? With this exit sector, as soon as you enter it, it starts transitioning to the next map, kind of like half life.
 
2.3 can be better with: -
All super and with their custom super forms
everyone with their unique super abilities
super emeralds which give hyper forms, overpowered super abilities and located in Arieal Garden instead of hidden palace zone.
everyone's unique spin abilities overpowered by super and hyper forms.
 
2.3 can be better with: -
All super and with their custom super forms
everyone with their unique super abilities
super emeralds which give hyper forms, overpowered super abilities and located in Arieal Garden instead of hidden palace zone.
everyone's unique spin abilities overpowered by super and hyper forms.
I do agree with the stuff you said about superforms, (excluding the unique super abilities) but I don't think Super Emeralds have a place in the game.
The Super Emeralds were destroyed after S3K too, right? Or am I just making that up?
a new exit sector, y'know how you have to wait a couple seconds before you actually start going to the next map? With this exit sector, as soon as you enter it, it starts transitioning to the next map, kind of like half life.
I don't think that's possible without some major rewrites of code.
I'm not sure there's even a reason for that to become a feature. I think Half-Life had that as a technical limitation of the time.
Maps can be pretty big, and I doubt people are aching for the ability to make a Half-Life style SRB2 campaign.
 
I think Metal Sonic needs a new Super Color like it's color literally is a dark piss color (and it's gross to look at lmao), personally, changing to a darker red color like Metal Sonic Kai would be neat (and not gross to look at) since it's kinda like a super form for him
 
I think Metal Sonic needs a new Super Color like it's color literally is a dark piss color (and it's gross to look at lmao), personally, changing to a darker red color like Metal Sonic Kai would be neat (and not gross to look at) since it's kinda like a super form for him
Well, it's meant to reference his electric dash from CD. Besides, it does no harm.
 
Would it be possible if SRB2 have an options to switch to various languages?
But I think it's impossible to adapt the option with mods.
I think it’s enough to add the ability to add your own translation to the game and that will be enough, players will be able to make translations into the languages they speak (in theory, this can be officially woven into the game, but language support is needed for the next updates)
for mods, I also think this is not such a big problem, because you can... I don’t know what it might look like, but for SOC it would be something like
SOC:
Level Name = My level name
Level Name.fr = Mon nom de niveau
and if the mod doesn't have support specifically for your language, then the standard is to use English
 
Well, it's meant to reference his electric dash from CD. Besides, it does no harm.
d.png

His Overdrive Attack is not a dark piss color in Sonic CD lmao, they should have used the Ring Spark Field, it has a much better color scheme (which SRB2 for some reason, uses for his dash ingame)
Sega CD - Sonic the Hedgehog CD - Metal Sonic.png
srb20197.png
 
1. A suggestion would be to add jump leniency to the vanilla game before 2.3 and the new physics are added. I feel that the only thing holding 2.2's physics back is its frame perfectness, i always see new players and people i introduce the game to run off a platform and miss the window for a jump slightly too late (this will also greatly help the thok problem(Not fix it tho)). Just look at sam procrastinates playthrough, its a perfect example.

2. This is slightly more opinionated, but i feel that you should have more control in the air, i never got why you move so slow whenever you try to switch your momentum. For example, when you jump in one direction, and you try to pull back on to the platform, you dont even get close. I also see this as a big issue for beginners. Here is a gif that shows what i mean:
srb20003.gif

I didn't even jump with my full running speed, and i couldn't get close. I feel this should be tweaked to be more like Sonic adventure.
 
1. A suggestion would be to add jump leniency to the vanilla game before 2.3 and the new physics are added. I feel that the only thing holding 2.2's physics back is its frame perfectness, i always see new players and people i introduce the game to run off a platform and miss the window for a jump slightly too late (this will also greatly help the thok problem(Not fix it tho)). Just look at sam procrastinates playthrough, its a perfect example.

2. This is slightly more opinionated, but i feel that you should have more control in the air, i never got why you move so slow whenever you try to switch your momentum. For example, when you jump in one direction, and you try to pull back on to the platform, you dont even get close. I also see this as a big issue for beginners. Here is a gif that shows what i mean:
View attachment 117881
I didn't even jump with my full running speed, and i couldn't get close. I feel this should be tweaked to be more like Sonic adventure.
I've never really had any issues with how the game plays like this.
Also, frame-perfectness? Since when was SRB2's gameplay frame perfect?
Both of these issues just seem to be you having bad jump timing.

There's also a mod that adds jump leniency to the game if you want to see what it'd be like.
 
I've never really had any issues with how the game plays like this.
Also, frame-perfectness? Since when was SRB2's gameplay frame perfect?
Both of these issues just seem to be you having bad jump timing.

There's also a mod that adds jump leniency to the game if you want to see what it'd be like.
When i say frame-perfectnesss, in a lot of situations in the game, you need to jump in an extremely small window to survive it. (Also these aren't issues for me, this usually happens to beginners like my friends who are way worse at the game then me) I just think it would be healthy for srb2 to be more beginner friendly and as a result have a higher skill ceiling. Its only a positive change.

Also how does your control in the air relate to your jump timing? Im talking about your ability to steer back to a place, which i believe at the moment is overly punishing and needs to be loosened up for more control.
 

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