Thanks for the coverage! We're really glad to see you enjoyed it. You're great at playing through the game by the way, never saw anyone jump on top of that huge Beacon Highway loop, or find out how to get that last enemy in the homing chain around 13:42! It's very flattering to see someone play it to perfection.
I was late to the party with Pyrite Adventure 2, but for Pyrite Adventure 3 the demo just came out! It feels borderline official in mechanics and polish. Everything is super well done. Just wish there was an option Sonic skin to pick from.
I spent about 150 bucks on that game and then it got dmca'd and the dude who made it got sent to prison after driving a 13 year old (I think) across the country. I talked to that man as a 12 to 13 year old myself once on discord with my dad to ask if we could get the super sonic skins without paying a whole bunch for a Patreon. And we spent money on the base game and then when it was taken down I was not refunded my robux!
As a lifelong SA2 enjoyer.. obvious level design issues aside, the fact that the gameplay of this looks so close to the original (and maybe better in some ways?) actually terrifies me 🤣 Why are Roblox games basically doing what should have been SEGA's job with SA3?
@@marbleycakeRBLX Thanks for asking, I'll try my best to explain best I can although articulating this sort of thing over a YT comment isn't ideal lol. Beacon Highway- There's primarily one big part in particular that stands out that may need some improvements, unless I'm just totally missing something. So there's basically a split path at 1:56, and from what I can tell the left path is pretty much objectively inferior? The path seems harder to navigate obstacles wise, has nothing seemingly of value for the player to grab or interact with, and then also reconnects back to the main path on the lower end which is definitely a punishment for even going that way as there's no bonus score or time being saved to offset it. Seems like you'd rather take the right path which has item boxes immediately right there, more enemies to score off of, and is ultimately much faster to navigate to the next part of the level. Also at 11:20 he took a pretty clever alternative route and there was nothing up there to reward that sort of creativity/experimentation. Other than that whole thing the rest of the level seems inoffensive, maybe just try to squeeze in more tricks here and there since quite a bit of the level seems to be long runways with not much to do on them, for example City Escape & Radical Highway had trick ramps to go for, or Green Forest had a bunch of vine rails to try to trick off of and Pyramid Cave had those trick hoops to jump through for bonus score while going along those hallway sections, basically my point is that you can maybe try to entice the player a bit with riskier but more rewarding trick interactions, even if it is just one of those holding forwards parts. Lost Ocean- I actually think the level design itself here is good and works for what it's worth. This one is mostly about enemy placements within the level design and the pacing for the shooting gameplay.. So in the shooting stages in SA2 right? The devs did a really good job at spacing out the enemies in such a way that you could basically be constantly moving forwards as long as you know what to dodge and look out for, locking onto all the targets on the move to almost always be able to reach that 11 target combo just before the laser runs out, which nets you that "PERFECT" trick score bonus, and that is really the challenge/thrill that those stages thrive off of by design. On Lost Ocean, it has good packs of enemies in the key areas you'd expect, but what I'm seeing is a lot of "dead zones" between the main packs and the roads from point A to B where you basically don't have much of anything to work with to ever achieve that 11 combo while moving. I think the section at 8:35 and beyond though does do this and works great. Lastly for this one it seems to me that the all around buffed mobility of the character completely trivializes the enemies themselves to the point of almost having 0 threat or presence so maybe try either buffing the enemies to shoot back more or making the level somehow force you to have to fight a little bit in certain "choke point" areas. Crazy Canyon- This one I think the level suffers from being far too small of an overall surface area, too randomly shaped, and too open in the sense that there's nothing really challenging your ability to traverse it or your knowledge of the traversal methods, which is a big part of Treasure Hunting level design. So for Treasure Hunting stages, the SA2 devs specifically designed them to basically have a convenient middle point and then 3 split paths all meeting up with it, basically 1 for each emerald shard, and the idea is that intuitively the emerald shards should most likely divided 1 piece for each of those 3 paths or sometimes 1 is just conveniently in that middle area lol. So the level design should reflect that type of structure better so that the player can put together a strategy like "ok I'll sweep red area, then blue, then green" using Death Chamber as a quick example there. Pumpkin Hills standard strategy would be something like "Go left and hit Church Mountain, take the rocket to Pumpkin Mountain, then over to Ghost Train Mountain". Roughly every Treasure Hunter stage goes for some form of triangular shaped layout, or has 3 layers up and down vertically instead. Very rarely do 2 pieces spawn so close to each other, usually the idea is that if you found 1 piece then other 2 probably aren't even blipping on your radar and you'll have to go back to sweeping the map, which means going back to that central area I mentioned and picking one of the other 2 remaining areas. The real trick of designing the Treasure Hunting stages isn't something linear I can easily explain ofc but it consists of keeping in mind everything I've already mentioned and mastering the methods of traversal, learning your routes, knowing where the best spots to gain height are so you can glide around to fish for those radar blips (that is generally the optimal strat for most maps), where the rocket pads are, and then of course understanding how to play around the stage gimmicks they all have like Wild Canyons wind tunnel, Dry Lagoons Turtle, Death Chambers doors, Security Halls vaults, etc etc. Sorry this was a whole wall lol, like I said it's hard to articulate and I still feel like I didn't have time/room to get all my points across. That being said, I do hope some of this helps a little and I'm definitely excited to see where this project goes because it's definitely got huge potential 👍
@@NihilHazardOMG don't apologize at all, I can't tell you how much I appreciate the feedback! it's super articulate and when you were explaining things like the layouts of the SA2 treasure hunting stages, there was a sort of intangible "ah ha, I know exactly what you're talking about" I was feeling. THANK YOU for the feedback all across the board! I'm gonna keep this in mind and really strong feedback and tips like these are why I'm glad the final game isn't out yet 😅
Fun Fact: this is running on the same engine as the original Sonic Onset Adventure tech demo, and that tech demo went on to power Sonic Speed Simulator
This series is actually a child hood thing for me,I remember playing pyrite adventure one and yes that’s a thing later I finished pyrite adventure one and two but I lost my progress because my 2018 account got hacked :edit:thsi got hearted only 18 seconds after I made it
Wait, there’s a third one coming out?? Yay :D A bit sad to see that it’s based around SA2 this time… Not that it’s a bad level design philosophy, but I just loved how expansive and varied the SA1 based levels in Pyrite Adventure 2 were… It’s kind of cool how each game is basically a remake of a different Sonic game, (06, SA1, SA2), though.
@@sonicovertimewhat about Dash Adventure 1? Including Dash Heroes & Dusk The Rabbit? I was hoping to see there’s another debut of the new videos that you posted.
I have nostalgia for pyrite adventure 1 and 2 (i couldnt play the actual sonic games until i figured out emulators existed) AND NOW THE THIRD ONES COMING OUT? IM EXCITED
YPU GUYS DONT NOW HOW MUCH I LOOVEEEEEEEE PYRTIE ADVENTRUE 1 AND 2 AM STill trying to finish 2 but i tought there was nit gonna be a third game juat like sega did am still waiting OR SA3 SEGA DOOOO ITT!!!!!!!!!
This looks great I love how bacon hair is not like Eggman and talis this just a masterpiece I also played the first Pyrite adventure and it’s based around 06 your character is too slow wellsonic was slow in 06 but it’s ok the 2nd one is the best so far because of the story it’s the best and it’s unique and no super kinda made me sad in the 3rd one I’m looking forward to use the emeralds I think pyrite awesome adventure my friend.
The voice of the treasure hunting character reminds me of Crunch Bandicoot's first voice from Crash Bandicoot: TWoC. Also the shooter character kinda reminds me of Lars from Tekken.
This... Why can't we have this from sega? I've waa so happy with classics and SA1/2 but then from heroes to now I just couldn't really enjoy sonic games, frontiers being my hope, then crushed. I am not with a control on my hand but I can FEEL those goos physics just by watching, something that with practice I can master, frontiers justs feels so wrong, ice slippery and sudden stop, even with the tweaks it doesn't get to this, or adventures, point. I got to check that roblox thing
For me the demo is just good, not great or meh, just good. A contributing factor to that might be that I’ve played many Digital Swirl games and this game having the same engine as those makes it less… special. Less of its own
@@sonicovertime are you happy with it as is, or do you think it should look more like sonic? if B have you tried buying items from the "Gamefam x Sonic" group?
as soon as the announcement for the game caught my attention i went back and actually beat the first two games thank you VUGA for giving me the motivation to beat the first two games
Any suggestions on how to play this game correctly? It is difficult for me to control the character at high speeds since I play on a cell phone and it is not easy to control it with one finger sliding the screen (the same problem I have with Speed Simulator)
No one under 12 was playing this when I was a kid now they do shit like this… I’m sad that w never got this when I was playing. Only shit levels and the cheese burger sound
Man it feels a little too much like Sa2 now but hey maybe we can get more playable characters with different abilities instead of just sonic running stages