It's Rollin Rascal! Here's a first look at an upcoming indie game that aims to give Sonic the Hedgehog vibes - without all the terrible unpolished gameplay. :)
Not surprising at all imo, I think every first party series released on switch has broken the record for their series simply due to the giant install base, even ones that were controversial or considered bad by some like pokemon sword and shield
I really enjoyed this demo. Love how the movement feels once you get used to it. It did take me a second but man once you do it’s so slick and rewarding.
As a dedicated Sonic fan, I definitely miss the older style of 3D Sonic gameplay, as well as the polish present in modern boost games like Unleashed or Generations. This game definitely gives me those Dreamcast Adventure-era vibes and I love it! I highly recommend looking into this other fan game, called Star Garden. This game intends to replicate and improve upon the very popular Chao Garden gameplay from the Adventure games that Sega has regrettably passed up on in the last two decades.
This demo is a blast and I grasped this game pretty quickly after playing through it the first time. I wasn’t sure if I’d like just by watching it. It looked cool, but I wasn’t sure. The animation is phenomenal, physics are fantastic and the control is exquisite. Building speed is a dream and maintaining it is a rush. One of the best experiences of high speed action/ platforming I’ve witnessed.
Sonic Adventure 1 style game. Cool. Once you learn the speed and momentum mechanics, this level is probably 3 minutes or so. There are things to explore, but these games are all about finding the fastest path by trying a new path every time you die and fall back to a prior checkpoint or reset the level. The high ground is usually faster but also more difficult to maintain. Coins exist to refill your health, maybe to be used for costumes, but that's really a secondary purpose for them, so they're not all meant to be collected in a single run of a level at all. Thanks for showing this off, I'm totally into it and will download the demo myself. It's really clean
8:50 You asked a couple of days ago what game franchise we'd make a new installment of, and I 100% say Billy Hatcher and the Giant Egg. I actually drafted one a looong time ago for the Nintendo Wii. (Basically involved manipulating the day/night cycle with a new suit.) Seems like now is the time for someone to make their own "totally not Billy Hatcher" game.
I've seen this at Sonic Amateur Games Expo in the past. It looks really cool! But, there's way too much going on. I guess the levels probably have to be massive to accommodate the character's speed. Hopefully they find a better balance in the full game.
Petsonally I like the insane speed Being able to soar above the level for a second and Really take in Its size Just to continue zipping through and finding Diverse locations
@@irvinaquereburu Fax Sonic is super unique and these games do so much to respect that Style by adding their ownMetroid Vanias can exist why can’t FPPs? (I’m not typing up Fast Paced Platformer all the damn time)
What do you think flow is? "Flow" is using your inertia to get you to where you want to be without having to slow down. Inertia is momentum. Literally by definition.
@SuperSonic68 I disagree, flow has more to do with level-design, while momentum is more based on mechanics... both depend on each other, obviously, but have different emphasis. Look at Sonic Adventure 2, how they changed the homing attack from SA1, to where the air time was different and more substantial. It didn't add anything momentum-wise, but it did at to the flow and umpf, so to speak, of how the level and the game itself felt. I hope they can make a fun game out of this. But this demo was not it.
@@irvinaquereburu I just used one aspect of Sonic Adventure 2 to explain my point practically. My argument has nothing to do with the quality of the whole game.
@@Master-Mo Sonic Adventure 2 is one of the worst examples you could have pulled from. This games momentum is based on YOUR skill, and the level design plays into that.