I was actually going to mention all these bugs lol, but yeah these were the bugs I encountered.
The Ice Blocks is some sort of platform you can use, but it... Doesn't give you that much height. I was thinking that it could sorta work like the Ice Wall from Megaman & Bass, being slighty taller and wider while also being able to be pushed and something you can actually stand on... So effectively, a better version of what it is already.
The Aero-Jump spell does have funky bugs, but with different ways: Even after you've used the jump spell entirely or partially, Magic, despite not being in a spin state, can still land on (Or launch towards) enemies as if he was in a spin state. Also, using the jump state only briefly and then landing on the ground puts you in, what I would refer to as a "Super Jump state". Basically, if you stop the wind spell as soon as you use it (Or midway through), then... Well I may not be a coder at all, but the game seems to think you're still "Using" the jump spell. This replaces your normal jump with the Aero-Jump (Aka Wind's jump spell), and if that doesn't sound funny enough... You can still use another wind jump mid-air, giving you more height (Mind you, the wind jump replacing the normal jump gives you way more height than using it normally would do). Alternatively in this state, you can use other jump spells instead of the second wind jump. If you've mastered this, it ends up becoming your most powerful tool. (I feel like the two gifs I'll be posting will help a lot.
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Regarding the wall problems, Thunder's spin spell doesn't break it either, and it's a bit inconsistent for me... It either allows Magic to slide under the spindash holes, or it just doesn't... At all. Also, it's only brief... But if you're on the ground, then Magic can jump during Thunder's spin state. I said "Brief" because the jump doesn't do much and it seems to only be a split second, but I did managed to catch a gif of it. It also seems to follow Kirby's Fireball ability where hitting a spring while using the ability seems to stop all momentum that the spring gives.
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Lastly, his Normal Jump actually stops all falling momentum... You fall too fast? Use the normal jump spell, it'll stop all movements.
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Also, Water's Jump Spell sucks, especially because it doesn't have the stomp ability, which makes using the ability redundant unless you're using it to gain height boosts as soon as you hit the ground while using the ability like you usually would gain from jumping on badniks.
I personally would change some stuffs: Mainly removing Magic's spin ability (Aka making him more grounded like Amy and Fang), because it's not like he needs it when he has all these spells, one of them already being able to fling him pretty high in the air. Of course this means changing some spells, and I think I have a couple ideas for them...
Fire Jump Spell: It would be more similar to the Jump Dash, specifically from the Advance series. Basically giving Magic a huge burst of speed while burning anything in his path much like the fire shield.
Ice Jump Spell: The Ice Surf would be replaced with the Ice Stomp, which is exactly what it says: Magic jumps down to the ground, crashing into it and releasing a burst of cold wind (Or shockwave, depending on how you portray it as) that freezes nearby enemies. Although the ice surf is useful, I thought he needed something that would help him get down to the ground easier and deal with situations that involve having to fight off a lot of enemies.
Water Jump Spell: Magic summons a bubble shield. Although it functions similar to what it is right now, it lasts around 5 seconds and also allows Magic to bounce off of walls, ceilings and floors. As a bonus, it could reflect projectiles like how the shields would in Sonic 3.
Wind Jump Spell: Make it a normal double jump that launches you up twice your normal jump height, generating a gust of wind that pushes any nearby enemies.
Magnet Spells: I'd have the spin spell pull in enemies rather than pushing them, because Magic is using... Well, a magnet, pulls stuffs in. His jump state would make him suspended in the air, being able to float around all Magneto style... Yknow, like a 3 second version of Metal's double jump.
Of course I don't really expect all this to be added, just spit balling some ideas.
Some small nitpick (I apologise-), Magic shares the same exact color scheme as metal. Meaning that if you change his skin color to blue, he would look just like Metal with sparkles... I feel like giving him shields depending on the magic he changes to would help (More of a visual thing, so the shields are just there and don't actually give you extra defense), and maybe make him glow a bit to differentiate from Metal's color scheme.
Since there's a total of seven magics, I feel like it'd be a bit more rewarding if he gets more magic the more emeralds he (Or the server if you're playing on Multiplayer) has rather than having them from the get-go... Sorta like Samus. His super form would alternate between colors and allow him to use Chaos Magic; Aside from using rings as cost for the magic instead of mana, the jump spell would allow Magic to teleport around like Shadow. His spin spell would be releasing a burst of chaotic forcefield from his body, reflecting away any projectiles and destroying any enemies closeby.
That being said, he is a pretty fun character and does remind me of both Metallic Madness (Which follows a similar gameplay mechanic with Sonic having elemental forms) and Chrono Adventure (Where Sonic can switch between items he finds throughout the game). Turns out, both Wind and Magnet became my favourite spell, the latter because now I can push players around... Mostly if they're AFK.
First criticism here, hope it's not too bad to the creator-