Torgo
Member
I don't really have an opinion of this either way because I can't get this to run well, even at the lowest setting on my oldish desktop. Anyway, I think I can help a little bit in this argument.
If you ever played the first Portal game, you can see how simplistic the design is. This choice was intentional, as it helps players grasp the new concept of portals, while not getting distracted by scenic items. Too many scenic items would have confused the player in thinking they might be part of the solution of the portal puzzle. Simplifying it helps keep the player knowing which object is what.
In this fangame, I assume that the enemies are hard to see against the background when moving at sonic speeds. Not being able to easily differentiate between object and background can either cause the player to slow down so that player can differentiate things easier, or get hurt because that player couldn't react fast enough since the enemy was harder to see at fast speeds.
So, the goal should be that the design of this game have objects that are very easily distinguishable from the background (or other objects). That doesn't necessarily mean reducing the overall detail of the game, but it could mean changing the details of the game so that it these issues are reduced.
EDIT: So, I got this to play at a somewhat playable speed on my computer and can see where the complaints are. I think one thing that could be implemented to help the game out is to have a sonic CD type of camera so the player can see farther up the field of play. Another thing is to reduce the background object interactions. While the whale jumping from the background looks neat, it caused me to get a hit from a badnik. Maybe have those background objects look more faded, and farther away so that the player can see important things easier.
If you ever played the first Portal game, you can see how simplistic the design is. This choice was intentional, as it helps players grasp the new concept of portals, while not getting distracted by scenic items. Too many scenic items would have confused the player in thinking they might be part of the solution of the portal puzzle. Simplifying it helps keep the player knowing which object is what.
In this fangame, I assume that the enemies are hard to see against the background when moving at sonic speeds. Not being able to easily differentiate between object and background can either cause the player to slow down so that player can differentiate things easier, or get hurt because that player couldn't react fast enough since the enemy was harder to see at fast speeds.
So, the goal should be that the design of this game have objects that are very easily distinguishable from the background (or other objects). That doesn't necessarily mean reducing the overall detail of the game, but it could mean changing the details of the game so that it these issues are reduced.
EDIT: So, I got this to play at a somewhat playable speed on my computer and can see where the complaints are. I think one thing that could be implemented to help the game out is to have a sonic CD type of camera so the player can see farther up the field of play. Another thing is to reduce the background object interactions. While the whale jumping from the background looks neat, it caused me to get a hit from a badnik. Maybe have those background objects look more faded, and farther away so that the player can see important things easier.
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