Captain France
Member
Mostly loving this so far, I'd say up through Crimson Shrine but I might have missed some levels, it's hard to tell with the hub. The stages are all great, my only real complaints really just stem from "honestly, I'd rather just play all the levels in a linear fashion and go replay as other characters."
That said, in less "just completely change the metastructure of the mod and make it more typical," (maybe for a multiplayer patch), some more specific notes on that:
1. The performance even on the SD version varies wildly pretty often, but the hub world has especially big issues there.
2. There's a huge lack of conveyance for where to go in the hub world, what stages are unlocked, which ones you've already done, how many stages are unlocked, really anything but wandering around.
3. There's not really any conveyance that I should be hunting for emblems to unlock new zones in general! If I hadn't read Othius' review, I'd probably have been wondering "where are the other stages?" pretty early. It doesn't help that the stages are slope filled with excellent flow (not a complaint) and you're automatically locked to Sonic with a drop dash! That immediately puts me into "casual speedrunning" mode.
4. Honestly, if you're gonna ask me to hunt down emblems, I would really like emblem hints, and maybe even the emblem radar way earlier. Hunting for anything but ring and speedrunning emblems just feels like wandering around in the dark without them. (Is there a way to do a stage entrance radar, too? That would be helpful.)
Less of a complaint request and more of a selfish one:
Getting a shield disables the drop dash, which makes sense for vanilla since there is no shield button. But it'd be nice if builds with the shield button could skip that check, at least if it's not there as a balance consideration. Personally I mostly play redberries, because I really like the shield button.
(I mean I can also just disable it on my own copy of the files, it's one line and one function commented out, but it'd be cool if it was automatic, and there is a check for it available according to the redberries mod page.)
But besides my complaints about the very structure of the mod, and my one little thing I'd like better for a non-standard exe I use, this is great. I should probably leave a review, but I'm both not finished and not sure what to do with "this is great, but some of it does not match my own personal preferences."
--edit
Also I thought Sunset Grove was pretty fun, definitely better than most stages that use the flipping upside down gimmick.
--second edit
Oh right. Also with how out of the way some of the stages are, it would really be better to spawn at the entrance of the last stage you did in the hub world instead of at spawn. But then I suppose that would also make getting back FROM some stages an issue, too . . .
That said, in less "just completely change the metastructure of the mod and make it more typical," (maybe for a multiplayer patch), some more specific notes on that:
1. The performance even on the SD version varies wildly pretty often, but the hub world has especially big issues there.
2. There's a huge lack of conveyance for where to go in the hub world, what stages are unlocked, which ones you've already done, how many stages are unlocked, really anything but wandering around.
3. There's not really any conveyance that I should be hunting for emblems to unlock new zones in general! If I hadn't read Othius' review, I'd probably have been wondering "where are the other stages?" pretty early. It doesn't help that the stages are slope filled with excellent flow (not a complaint) and you're automatically locked to Sonic with a drop dash! That immediately puts me into "casual speedrunning" mode.
4. Honestly, if you're gonna ask me to hunt down emblems, I would really like emblem hints, and maybe even the emblem radar way earlier. Hunting for anything but ring and speedrunning emblems just feels like wandering around in the dark without them. (Is there a way to do a stage entrance radar, too? That would be helpful.)
Less of a complaint request and more of a selfish one:
Getting a shield disables the drop dash, which makes sense for vanilla since there is no shield button. But it'd be nice if builds with the shield button could skip that check, at least if it's not there as a balance consideration. Personally I mostly play redberries, because I really like the shield button.
(I mean I can also just disable it on my own copy of the files, it's one line and one function commented out, but it'd be cool if it was automatic, and there is a check for it available according to the redberries mod page.)
But besides my complaints about the very structure of the mod, and my one little thing I'd like better for a non-standard exe I use, this is great. I should probably leave a review, but I'm both not finished and not sure what to do with "this is great, but some of it does not match my own personal preferences."
--edit
Also I thought Sunset Grove was pretty fun, definitely better than most stages that use the flipping upside down gimmick.
--second edit
Oh right. Also with how out of the way some of the stages are, it would really be better to spawn at the entrance of the last stage you did in the hub world instead of at spawn. But then I suppose that would also make getting back FROM some stages an issue, too . . .
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