07-30-2010, 06:34 PM
Yeah, the levels look very empty; even compared to the modern sidescrollers (Some of Rush's levels were packed both vertically and horizontally). Good platforming isn't just about jumping long distances (although in Sonic getting Airtime is a fun part of the game's feel); but also about navigating jumping tasks in a close area without springs to help you.
What's more I noticed you were able to change your direction in midair when you were already at high speed. That's... not so great. High speed doesn't so much feel like it if you can stop or turn with no effort. On the other hand, the Sonic Tornado that you've implimented as a jump attack stops Sonic dead - after doing it he falls straight back down. That's not so hot either - consider having this move as a method of getting extra airtime from a jump, in addition to it being a method of attack.
Edit: Oh I see the Homing Attack lets you change direction like that. Hm. I wonder if it works that way in Sonic 4.
What's more I noticed you were able to change your direction in midair when you were already at high speed. That's... not so great. High speed doesn't so much feel like it if you can stop or turn with no effort. On the other hand, the Sonic Tornado that you've implimented as a jump attack stops Sonic dead - after doing it he falls straight back down. That's not so hot either - consider having this move as a method of getting extra airtime from a jump, in addition to it being a method of attack.
Edit: Oh I see the Homing Attack lets you change direction like that. Hm. I wonder if it works that way in Sonic 4.