he's got the mannerisms and overall tone of jason and ryan combined with the cool but slightly dorky teen sound that jaleel white and ben schwarz have given the character in their adaptations. i feel like this kind of voice is what roger was always going for but it just never really worked for him imo.
I like it. A lot. I can see and FEEL the nostalgic inspirations of this with Sonic Adventure, Jet Set Radio Future, and even Tony Hawk, while also introducing things that couldn't have been achievable with them in the era like an open, sprawling world and a dynamic soundtrack. The time trial thing gives me Burnout Paradise vibes due to how you can essentially hit any checkpoints you want and go anywhere you'd like, and the dynamic soundtrack has been done more, like in Trackmania Turbo and Doom 4 and Eternal. I cannot wait for the New Age Hyperdemo.
If the expansiveness of this level is an indication of your vision for the rest of the game, then I'm incredibly excited for the future of this project. Personally, my biggest issues were the sensitivity of turning Sonic around; just tapping the stick would send me flying in a direction, and it made some sections harder to get through than I feel they should have been initially. I think also the level design could do with some more visual guidance, helping you intuit where you're supposed to go in some instances. It's not particularly hard to work out after a second, but as a new player my enjoyment was a bit hampered initially just because I was trying to figure out where to go next in a few of the sections. Once I got past that stuff, though, this was an absolute blast to play and hands down the best Sonic fan project I've ever seen. Cheers!
I love the subtle differences in the moveset, and how all of the move sonic can do are actually useful for traversal; nothing felt tacked-on to me at all (though I do admit I missed the spnindash) and were rather intuitive once I understood the logic behind them. Little things like breaking up ring trails so that you have to light dash multiple times really reinforced player control and made me feel far more active in traversal to the point where I quickly began looking for more chances to do it. I love the dynamic use of the soundtrack, especially at the beginning of the time segment. Absolutely phenomenal. Strangely enough, I even really dig Sonic's redesign here - usually I tend to be dismissive of newer designs, but the look and feel of not just Sonic but the level overall really captures the aesthetic of his attitude in general. Again, I truly believe you have something special here and I just wanted to take some time to point out some things I loved about this in particular. Keep up the fantastic work!
This fangame has so much potential and i cannot wait to see it fully utilized, but i do have a few minor nitpicks after playing for the past 2 days. 1. The homing attack has very little upward momentum despite holding the button down, despite whether or not this was intentional, it does make vertical chaining more janky than I'd like. 2. This game is extremely fast and very reactionary which I absolutely adore, but that makes the very slow momentum gain on rolling very jarring. It is very gradual and ultimately feels kind of useless. 3. The homing attack locking on to rails is only locking on to the beginnings of tracks, and landing them free form is very, very difficult. If the homing attack could lock on to any part of the track then It'd make rails much less of a hassle. Other than that, This project is my most anticipated due to the quality of the demo alone. Again, all these points are from someone with little to no experience on game design and map making, but I've been playing sonic for so long that when a few things are off, you can kinda tell off the bat. they're small, but small fixes go a long way.
absolutely love how the game feels, but the level was just super confusing. I hope as this project moves along the visual clarity as to where to go and how to get there becomes clearer. Some of these sections just felt weird.
Its like jet set radio and sonic had a love child and that child was a literal prodigy. What om trying to say is that this game is beautiful and very aestheticly please.. I cant wait for the full game :D!
@zerythe2019 the spindash they recently added gives the game some janky sonic utopia flare but doesn't have the same level of refined and tight gameplay as this.
so ive been repeatedly playing for a couple hours a day for the past 2 days and heres a couple things i figured i should probably mention in a comment 1. there seems to be a bug with doing the lightspeed dash that only occurs directly after a homing attack and depending on the timing it can cause you to lose the ability to control where your momentum goes in the air after the lightspeed dash and it especially affected me during the time trial with the 3 homing attack into the lightspeed dash after the grinding section 2. i feel like if its possible maybe homing attack and the mid air dash should be considered 2 seperate moves on different buttons since there were a good amount of times where i tried to midair dash and unwantedly locked onto an enemy or a rail and it killed my run 3. i dont feel like you should *always* be forced to jump up a wall if you have already done a mid air dash and you run into a wall, i feel like it should be an action thats tied to pressing the jump button again if possible since i also had a good chunk of runs die due to trying to navigate between certain things in the air but messing up slightly and touching a wall just to jump up it and kill all my momentum 4. this could be entirely intentional and im just dumb but was it intentional for you to not be able to control airmomentum after a lightspeed dash if you had done a trick jump anytime prior to it without touching the ground? if so then i personally dont really like that since it kinda discourages me from using the trick jump as much since it ends up killing my run on specifically parts like what was mentioned in the bug with the lightspeed dash directly after a homing attack 5. i feel like as sonic speeds up on foot he should maybe be a tad bit less sensitive on his turning so that its just a bit easier to control when he reaches top speed, although if you intentionally designed it that way to keep the high skill cap then im honestly still okay with leaving the sensitivity the way it is since its intentionally designed to be that way 6. the game softlocks if you pause (i think?) on the same frame as death, presumably because the pause stops the death and the death takes away control from the player maybe? i really wanna see this project go far and get even better than it is because the gameplay loop youve created is genuinely some of the most fun ive had with a sonic game since i was a kid playing SA2B on my gamecube so i figured id give some feedback so that you can know what people think and know about a couple bugs i encountered. if i find anymore ill come back and edit my comment, and i would gladly continue playtesting any future released versions so that i can do the same. i also absolutely adore the music and the aesthetic, sonics redesign looks fucking sick and the music is just as absolutely bumpin as it needs to be, the music from the trial itself kinda gives me sonic battle vibes when that sick ass crunchy bass comes in and i absolutely adore that games aesthetic and music too. genuinely keep up the good work.
i love this game but holy shit it has issues, alot of the time when i die it doesn't feel like my fault and instead feels like an issue with the confusing visual design the level has such as water marking a death pit or some areas having no clear path to go with a big example of this being in the cave and the spot with the houses at 2:18. first time going into the cave i fell into the water and i had and still don't have a clue where you get out of the water. the spot at 2:18 i thought i could throw myself into that pit and find some sort of alternate path maybe with a hidden storm soul in it, it was just death. i understand its a demo and that this is definitely a test stage of sorts but the level design and by extension the visuals for the level design need a lot of work, other than this everything with the game is perfect though im not a fan of how sonic looks in the titlescreen and his character portrait in the bottom left, compared to the rest of the game they lack that jet set radio kinda style i fell in love with at first glance.
I completely agree with the blaring issues in certain sections of level design and like you said the artwork for sonic feels like it doesn’t match up (the art feels like its for a different game entirely), but hats off to the devs for the rest.
i like the game but controls are terrible for me idk if its my controller but i barely turn the joystick and sonic makes 360 already and that on rail part where you have to go up is annoying.
I'm currently making a sequel to Sonic CD i have no team or anything, and i just started learning how to use unreal engine 4 would appreciate it if i could get some advice about making levels, music, character logic, anything really. btw great job with this game must have some really dedicated people behind this.
This game gives me serious ps2 vibes which was the second console next to the first being The GameCube that was a big part of my childhood so I instantly fell in love with this project the moment I saw it.
the introduction and aesthetics of that intro menu sequence are so fucking good.
Yes
I know right !! This whole thing is pure aesthetics and I'm in love with it !
Don't you love it when the sonic va doesn't copy roger and does his own thing, its just better, plain and simple
Kinda helps that this Sonic is aged up a bit
They usually all copy Jason not Rodger, so this really is a breath of fresh air
he's got the mannerisms and overall tone of jason and ryan combined with the cool but slightly dorky teen sound that jaleel white and ben schwarz have given the character in their adaptations. i feel like this kind of voice is what roger was always going for but it just never really worked for him imo.
I like it. A lot. I can see and FEEL the nostalgic inspirations of this with Sonic Adventure, Jet Set Radio Future, and even Tony Hawk, while also introducing things that couldn't have been achievable with them in the era like an open, sprawling world and a dynamic soundtrack. The time trial thing gives me Burnout Paradise vibes due to how you can essentially hit any checkpoints you want and go anywhere you'd like, and the dynamic soundtrack has been done more, like in Trackmania Turbo and Doom 4 and Eternal.
I cannot wait for the New Age Hyperdemo.
4:39 When you did so bad at a test but it’s still a passing grade:
Is C really that bad though?
@@JonathanH Ask Schools and Competitive Speed runners that question, I was just joking lol
SS Rank for me
If the expansiveness of this level is an indication of your vision for the rest of the game, then I'm incredibly excited for the future of this project. Personally, my biggest issues were the sensitivity of turning Sonic around; just tapping the stick would send me flying in a direction, and it made some sections harder to get through than I feel they should have been initially. I think also the level design could do with some more visual guidance, helping you intuit where you're supposed to go in some instances. It's not particularly hard to work out after a second, but as a new player my enjoyment was a bit hampered initially just because I was trying to figure out where to go next in a few of the sections. Once I got past that stuff, though, this was an absolute blast to play and hands down the best Sonic fan project I've ever seen. Cheers!
I love the subtle differences in the moveset, and how all of the move sonic can do are actually useful for traversal; nothing felt tacked-on to me at all (though I do admit I missed the spnindash) and were rather intuitive once I understood the logic behind them. Little things like breaking up ring trails so that you have to light dash multiple times really reinforced player control and made me feel far more active in traversal to the point where I quickly began looking for more chances to do it. I love the dynamic use of the soundtrack, especially at the beginning of the time segment. Absolutely phenomenal. Strangely enough, I even really dig Sonic's redesign here - usually I tend to be dismissive of newer designs, but the look and feel of not just Sonic but the level overall really captures the aesthetic of his attitude in general. Again, I truly believe you have something special here and I just wanted to take some time to point out some things I loved about this in particular. Keep up the fantastic work!
I agree the controls are a bit too sensitive and I hope they fix that
This fangame has so much potential and i cannot wait to see it fully utilized, but i do have a few minor nitpicks after playing for the past 2 days.
1. The homing attack has very little upward momentum despite holding the button down, despite whether or not this was intentional, it does make vertical chaining more janky than I'd like.
2. This game is extremely fast and very reactionary which I absolutely adore, but that makes the very slow momentum gain on rolling very jarring. It is very gradual and ultimately feels kind of useless.
3. The homing attack locking on to rails is only locking on to the beginnings of tracks, and landing them free form is very, very difficult. If the homing attack could lock on to any part of the track then It'd make rails much less of a hassle.
Other than that, This project is my most anticipated due to the quality of the demo alone. Again, all these points are from someone with little to no experience on game design and map making, but I've been playing sonic for so long that when a few things are off, you can kinda tell off the bat. they're small, but small fixes go a long way.
absolutely love how the game feels, but the level was just super confusing. I hope as this project moves along the visual clarity as to where to go and how to get there becomes clearer. Some of these sections just felt weird.
It's been so long since we've had a Sonic game where Sonic is actually COOL.
0:31 why is this so fucking fire
Its like jet set radio and sonic had a love child and that child was a literal prodigy.
What om trying to say is that this game is beautiful and very aestheticly please.. I cant wait for the full game :D!
This needs to be officially sponsored by Sega
Completely caught off guard by Sonic telling me to use a controller, typically it’s just a piece of text telling me so
this is poisoning the sonic frontiers well in the best way
Absolutely
Frontiers game play feels very stale in comparison. Wish it had something like this
@zerythe2019 the spindash they recently added gives the game some janky sonic utopia flare but doesn't have the same level of refined and tight gameplay as this.
so ive been repeatedly playing for a couple hours a day for the past 2 days and heres a couple things i figured i should probably mention in a comment
1. there seems to be a bug with doing the lightspeed dash that only occurs directly after a homing attack and depending on the timing it can cause you to lose the ability to control where your momentum goes in the air after the lightspeed dash and it especially affected me during the time trial with the 3 homing attack into the lightspeed dash after the grinding section
2. i feel like if its possible maybe homing attack and the mid air dash should be considered 2 seperate moves on different buttons since there were a good amount of times where i tried to midair dash and unwantedly locked onto an enemy or a rail and it killed my run
3. i dont feel like you should *always* be forced to jump up a wall if you have already done a mid air dash and you run into a wall, i feel like it should be an action thats tied to pressing the jump button again if possible since i also had a good chunk of runs die due to trying to navigate between certain things in the air but messing up slightly and touching a wall just to jump up it and kill all my momentum
4. this could be entirely intentional and im just dumb but was it intentional for you to not be able to control airmomentum after a lightspeed dash if you had done a trick jump anytime prior to it without touching the ground? if so then i personally dont really like that since it kinda discourages me from using the trick jump as much since it ends up killing my run on specifically parts like what was mentioned in the bug with the lightspeed dash directly after a homing attack
5. i feel like as sonic speeds up on foot he should maybe be a tad bit less sensitive on his turning so that its just a bit easier to control when he reaches top speed, although if you intentionally designed it that way to keep the high skill cap then im honestly still okay with leaving the sensitivity the way it is since its intentionally designed to be that way
6. the game softlocks if you pause (i think?) on the same frame as death, presumably because the pause stops the death and the death takes away control from the player maybe?
i really wanna see this project go far and get even better than it is because the gameplay loop youve created is genuinely some of the most fun ive had with a sonic game since i was a kid playing SA2B on my gamecube so i figured id give some feedback so that you can know what people think and know about a couple bugs i encountered. if i find anymore ill come back and edit my comment, and i would gladly continue playtesting any future released versions so that i can do the same. i also absolutely adore the music and the aesthetic, sonics redesign looks fucking sick and the music is just as absolutely bumpin as it needs to be, the music from the trial itself kinda gives me sonic battle vibes when that sick ass crunchy bass comes in and i absolutely adore that games aesthetic and music too. genuinely keep up the good work.
Looks dope
Really puts the *"Rush"* in Sonic Rush
Impressive!
Sonic is just perfect for fast paced parkour, this game proves it
this is so cool!!
Is there a reason the camera angle in the underwater rail cave is like that? It seems a little counterintuitive.
i love this game but holy shit it has issues, alot of the time when i die it doesn't feel like my fault and instead feels like an issue with the confusing visual design the level has such as water marking a death pit or some areas having no clear path to go with a big example of this being in the cave and the spot with the houses at 2:18. first time going into the cave i fell into the water and i had and still don't have a clue where you get out of the water. the spot at 2:18 i thought i could throw myself into that pit and find some sort of alternate path maybe with a hidden storm soul in it, it was just death.
i understand its a demo and that this is definitely a test stage of sorts but the level design and by extension the visuals for the level design need a lot of work, other than this everything with the game is perfect though im not a fan of how sonic looks in the titlescreen and his character portrait in the bottom left, compared to the rest of the game they lack that jet set radio kinda style i fell in love with at first glance.
You problem
"Get good scrub"
these are all pretty valid critiques but i still find this really cool for one team to do alone
@@tmta4089 I agree, for something made by 5 or so people this is phenominal
I completely agree with the blaring issues in certain sections of level design and like you said the artwork for sonic feels like it doesn’t match up (the art feels like its for a different game entirely), but hats off to the devs for the rest.
nice video bro, and nice game
I hope for more characters and action. Just got another SS Rank
Somewhere in the alternate universe, this game has already been completed and released on Saturn
This is so awesome, where are the million views?
This game is pretty good but I feel like the controlls are to sensitive if I move my anolog slightly while running at top speed I lose control.
If sonic rush was 3D
Storm souls? That sounds interesting
The Storm Souls are based on the Graffiti Souls from JSRF iirc.
Kinda reminds me of the fire souls from secret rings
This is better than Sonic Frontiers
Man, I wish I could find an extended version of the level music.
This looks like some fan game that came out in 2010
i love the visual design but man sonic's sensitivity needs to be fixed
1:40 so that's where you go!
i dont think the new sonic game will be this fun.
pls ful game plsssss this is sooo good
Man if SEGA was smart they'd pay you some big bucks to put this game out in stores
I played the game and got an SS Rank 😌👍🏻. I used my mouse and got that rank
I'm using tilt controls
@@JonathanH Nice Job dude
Someone is eventually going to make a mobile port of this
I love it but it feels waaay too loose. the thing is, is that the game or my controller? using 8bitdo pro2
One thing I have noticed is that there are actually no enemies.
If the Sega Saturn didn't flop and Sonic Xtreme didn't get cancelled this is probably what we would've gotten.
no way this could run on anything less powerful than a dreamcast
Hey, how do you connect a controller?
How to play sonic storm in full hd? And how to play it with this smallest resolution?
I NEED HELP RUNING SONIC STROM BECAUSE ITS Have eorre when i run it pls help
just downloaded the game and it keeps crashing upon launch :/ im missing out on this and idk what to do
will there be for android phone?
0:40 Tails the "Fennec"?....
Apparently so ! And also a girl.
Is there a way to use a controller for this?
add it as a game on steam and utilize steams built in controller support and it should work.
Will this game work on an 3ds or normal ds😅
Is there a Mac download?
where download. I need to play this
i like the game but controls are terrible for me idk if its my controller but i barely turn the joystick and sonic makes 360 already and that on rail part where you have to go up is annoying.
What happened to shadow's eye?
Edgy looks
how do I make this game work without crashing...
I'm currently making a sequel to Sonic CD i have no team or anything, and i just started learning how to use unreal engine 4 would appreciate it if i could get some advice about making levels, music, character logic, anything really. btw great job with this game must have some really dedicated people behind this.
This game gives me serious ps2 vibes which was the second console next to the first being The GameCube that was a big part of my childhood so I instantly fell in love with this project the moment I saw it.
Download?
Go to their twitter page to download
This is dope but how the fuck do you know where to go?
hi
it will be mobile?
So is Tails confirmed a female in this rendition?
where do i download this
On sonic storms news page on twitter
Can we play it on mobile using emulator
Is this actually coming to PS1?
No.
Buisness email?
Business email.
Believe it or not, business email.
Mobile version plsss because I have no PC