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Gotta say I loved its simplicity, and I'm a sucker for Classic mashups like this. And the Wario-eqsue douchebaggery of Anton was great.

I did have one problem in the 2 player game, in that it detected my 2nd controller (Mayflash Megadrive adapter) but the axes were all wrong (it's always been a bit weird, and seems to register the D-pad as a joystick hat, not a controller)
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This a great platforming experience. The game play is fun, but I really enjoyed the voice acting. Axe girl has such a good and fitting voice.
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This was one of the games I was most excited to play. As a retro gamer, I love everything about this game. You nailed the aesthetic you were going for! The music and even the font give this game that old school charm. If this game was in an arcade cabinet I could have easily assumed it originated from the same era as Pac-Man, Dig-Dug, Donkey Kong, or Mario Bros. I even love the names you gave to the enemies, they all having rhyming names and then there is Mike, an allusion to the enemies from Pac-Man. This game contains quite a few more allusions to classic gaming, which I will not spoil, but are greatly appreciated.

If you want to check this game out and you use Linux, I found that WINE can run it flawlessly.
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I see you got overlooked again. Well I, for one, think you're doing a great job. I can tell you've been working hard at this and I've noticed a lot of improvements. Mainly...well the new levels are great. I love the concept behind Portal Prison. ... and despite already forgetting the name of the second level, it was quite enjoyable. Both levels are so much more vibrant and colorful than past ones. I'm really looking forward to what else you come up with.

My main complaint is really the camera in some areas. It zooms out so much during the first boss, and the bombs are so big that it's really hard to see where Sonic is sometimes. It was an issue in some areas in the second level (like with the big cork screws) and again, during the second boss. It's a cool boss though.

That was my only real issue with this. I did run into a couple bugs but I haven't had an issue since 3.1 so I'll assume they have been fixed but I'll let you know otherwise. Looking forward to more!
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Elton John
I like how the railing system works... Pls could u show me how to fix mine... I can't seem to get it right... By the way the game is a perfect hit to me n I will like to have the full version
Yeah you got yourself one fine game here. I was never a big fan of Sonic 2 for the game gear mostly due to the bosses being stupidly difficult due to the small screen. But obviously with widescreen you don't have that issue. Can't say I'm a huge level of the frozen lake level so far, but I know that's not on you.

You've really done something awesome here. I love that you added more characters to the mix and the levels are slightly different for whoever you're playing is. This has a lot of clever ideas and neat little gimmicks to notice.

I did, however, notice sometimes hit detection is off. Maybe I was just doing something wrong but on the second boss, those little bird things... playing as Mighty even though I was jumping into them, I would die anyway. However I didn't have the issue playing as Sonic so I'm not sure if there's something with Mighty that I'm missing.

Anyways, this is really great. Way to bring an overlooked game into the spotlight and give it new life. This is the stuff I love to see at SAGE
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I would like to start by saying that I enjoyed this game and I see a lot of potential in Sonic GT. I can see a lot of work has gone into it. I want to expand further and hope that any of this feedback helps.

the tl;dr
+Level Design
+Presentation
+Enemy Programming
- Bumper Engine's Quirks
- Tutorial
~Writing

Pros
At points I'm genuinely surprised by how well planned out the levels are, given how much the game lets you just fly. There's a lot of height to levels in addition to length, and the pathways always seem to put me back on track even if I get a little lost. Levels feel extensive without being overwhelming. SA elements like ring dashing and rail grinding felt fairly reliable in this iteration which is a huge plus. Maybe homing attack could be made not to work off camera but overall the game functions pretty solidly at this stage.

I also have to commend the badnik designs and how they accommodate for the fact that you will try to avoid them (the motobug chases you and the crabmeats have a pretty good shooting range).

When you're able to just keep the speed going in this game it really has a kinetic energy to it. There's enough stuff to slow you down without it feeling too punishing, and when you do keep the speed up it feels very rewarding. I haven't tried exploring the levels a ton yet but it feels like there is room for that in future playthroughs.

Boss battles are also unique and engaging.

The presentation is nice too. I like the character CGs

Cons
I feel like this game's greatest hurdle is the Bumper Engine itself, and I think these critiques can mostly be traced back to that. There's still some 'jank' to it and I just don't know how correctable it is - maybe you'll be the one to figure it out.

Sonic still feels 'loose' at low speeds. When Sonic goes fast he 'jitters', or the camera is lagging behind. The points where the game forces you to stop and do the dance with badniks does not feel natural. Anything that generally makes me have to fenagle with the camera a lot is something I feel should be mitigated as much as possible when adding elements into your game. I think the camera also points down a little too soon after jumping which makes precision platforming jarring.

While the level design was generally good, the tutorial level felt a bit cramped and I think could be improved upon - maybe try to get more feedback on this.

Also, maybe make the cutscenes skippable.

Other
I wish boss fights offered a bit more wiggle room to make them go along faster, like if I could attack them during animations and stuff. Not really a con but a preference of mine.

While I did praise the presentation, I also have some story critiques, which are super subjective so I don't put it under cons, but it could use some feedback. It feels like that, judging by the presentation, the story is trying to hit the same notes that the post-unleashed era does, which is completely fine. But I'm going to hold it to higher standards for that.

Sonic's animosity and deathwish towards Shadow has shades of Eggman from Lost World - it's just sorta out of nowhere and seems a bit OOC. I don't mind it when a fangame wants to add layers to character dynamics - this is something I think is missing from the mainline series - but it felt like this could use some explaining beforehand, or at least tone down what he's saying. I'm also personally not a fan of overly meta jokes - like Tails mentioning he's not in the title (again, it's something from the mainline series I'm getting tired of).

I think my favorite new element was the characterization of Mighty and Ray. Ray's exchange with Dr. Eggman was probably my favorite cutscene. It did feel like all the characters in the story did share some kind of chemistry and dynamic, so I would just advise to get more feedback on the script for the future and it could be something quite close to the real thing.

Also, I think the voice actors generally did fine, but maybe have them do a few takes with each line. Sometimes delivery was a bit off or mic quality wasn't totally there.

Anyway, I hope this review may be helpful in a small way. And if GT is mostly done at this point, it's still a job well done.
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WarpSonic
WarpSonic
Honestly Tails breaking the 4th wall was like the only funny part to me in as much as I've played of it so far (I haven't beaten the Sunset Boulevard boss yet, he was too hard in 1.0.3).
This is a game that is clearly made with a lot of passion put in to it, and while the demo may be short, it is definitely sweet. I found myself playing it over and over again, and would likely still be playing it now if I was not attempting to play every game at this year's SAGE by the end of the weekend. This will definitely be a demo I will be playing again later.

Also on a more personal note, Aerial Guard was the first game I have ever played that was made with Unity and your demo was a great introduction to it.
Mr.rubbaduck
Mr.rubbaduck
I'd also like to add that if you are a Linux user thinking about trying this, I had no problems running this game using WINE.
Amni3D
Amni3D
That's good info. Although if this reaches a 1.0 release down the line, someone should remind me to do a native Linux build anyway.
Phenomenal, Absolutely Phenomenal. This is the Sonic experience I've been waiting for and boy does it deliver, first I'd like to mention the level design here as it is some of the best 3d sonic level design to date and speeding through them with all of these characters is an absolute blast, Hill Top being my favorite and Sunset Boulevard being my 2nd, Hill Top Zone really made me realize what I wanted in a Sonic game, exploration and speed.

The story mode is the usual Sonic story and that's perfectly fine and in some cases it made me laugh, Ocean Paradise, Hilltop/Helltop Zone, Sunset Boulevard and Hidden Base are levels perfectly created around the physics, momentum and engine the game utilizes and this definitely show's in Hilltop Zone.

SONIC GT's music perfectly fits the games feel and tone, Hilltop's main theme (Miner's In the Sky) is honestly the most amazing track in this game and TrueChaos, Nuclear, Alongcame Adrian, Luan Maziero, Nebz Shady, and ScrewStache definitely deserve some love for the passion put into this soundtrack.

SONIC GT is a must play experience and is definitely one of the best things to come of Sonic in general in recent years, I truly hope we see more of this game in the future such as DLC or a sequel a few years down the line (5 STARS!)
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HHSGaming
HHSGaming
I did indeed gush about hilltop in this... sorry.
WarpSonic
WarpSonic
Don't worry about it Hill Top deserves it.
Well this is rather short, isn't it? First boss and it ended for me. Yeah, I know this is a demo, but I was sorta expecting something more? But no matter, what is presented here is something promising in my eyes, I really like the NES look and feel of it. Keep up the good work.
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4th Original SAGE Game listed out of 77

I used to play the crap out of Mario Bros. at my local arcade. This game brought back those good times but with a fresh twist. But I'm gonna be honest and say I only gotten to the 5th level in Antonball before losing all my lives and giving up, plus I have no idea how to use the gun. Punchball Antonball is more simple and understandable to me, it's Mario Bros but with a punchball. I couldn't play Vs Antonball for this review due to myself not having friends to play it with. In total, Antonball is a great recommendation for those who like Mario Bros. Plus, it has Snick in it so it already gets my approval.
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I meant to leave this as a rating and not a comment:
This game is a high intensity, futuristic, platforming, beat'em up experience. Something about it gives off a Vectorman vibe, but I can't quite put my finger on what. You did a great job in synthesizing your different sources of inspiration into one amazing ride. This will definitely be one of those games I will be replaying after SAGE 2020 is over and I look forward to seeing your future work. SAGE definitely started this year's line up off on the right foot.
-NEON-
-NEON-
Thanks so much for the positive review! Really glad to have maintained your interest, dude
3rd Original SAGE Game listed out of 77

A great concept for an arcade game. Reminds me of Pac-Man and Mappy, I also love the cute hats on the snakes. I know arcade games are supposed to be hard, but perhaps it's a bit too hard? I feel like the snakes just appear near me unfairly on the first level. But I don't know, that's probably just me. Otherwise, a great game and I'm looking forward to it's full release.
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2nd Original SAGE Game listed out of 77

I'm not much for spaceship shooters and this demo is rather short. Nevertheless, what's shown here is really promising. Controls were a bit difficult to control at first but it's smooth sailing once you get used to it. Not much to say besides to see what comes up in the future. Keep it up.
Amni3D
Amni3D
That's good to know. I think I might've been worrying too much about simplifying the control scheme instead of lowering the learning curve with content.
Thanks for the input
1st Original SAGE Game listed out of 77

AdventNEON has lots of potential in it. It has fast-paced combat, combos that are satisfying to pull off, levels are a blast to go through, and bosses are challenging but fair. Overall, an experience that I would definitely recommend to try out. Can't wait to see what the final product turns out to be.
-NEON-
-NEON-
Thank you! I'll definitely be doing my best to try to deliver something way better than what's been shown off here so far!
First and foremost, a HUGE thanks and a round of applause for all who were involved with this project. I expected to see a lot more reviews here, but I'm sure you are well aware that everyone is LOVING this game. You've given us the speed we imagined as children, and a Sonic adventure that never gets old.

This is absolutely the best Sonic game I have ever played! It perfectly demonstrates the speed of the characters/world, and the physics are spectacular! There are challenges for those who seek, and fun, re-playable levels that you can explore or dash through as you please. Thanks for the fix on the flying boss, which I just downloaded the update for, and for an all around FANTASTIC Job!! I'm looking forward to more maps and possibly characters!
*crosses fingers* Silver, Blaze, or even some Riders like skins where we can have fun on hoverboards!

The fans truly appreciate this, and we also appreciate your continued support! YOU ROCK!! I've put at least 20 hours in already XD

A couple of things I noticed about Shadow:

The sound of his skating is a bit bothersome. The sound itself isn't bad, but it could be turned down a bit. On a side note, it also isn't in rhythm with his movements. The others may not be in perfect rhythm either, but with his slower skating stance it stands out a lot. (Sorry to be nitpicky lol)

He also feels marginally slower than the others (while just about as fast as Ray). Ray, I can understand, but I expected Shadow to be able to easily reach/maintain speeds close to Sonic, to whom he's very far off. It's mainly due to the momentum lost during his Chaos kick and the lack of a momentum gaining ability. While cool at first, Chaos Kick is almost useless when speeding through maps and sometimes leaves him in a default standing pose while in the air. Its basically a trick that offers no momentum. Every other character (minus Ray) can use their ability create momentum, but he has to rely on rails and slopes to increase his speed. (Ray actually still has a very fun and useful glide ability, and can even use it for a skillful dive, without suffering the momentum loss of a bounce.)

Just throwing ideas out there, maybe after the hit there could be a slowed down moment (a second or two in real life) where he can adjust his position in the air and land with some type of speed boost (akin to the drop dash)? Perhaps if the user holds the jump button during it, the "recoil jump" goes higher (similar to a normal bounce), allowing them to do a shorter hop into a boost if preferred. While holding to jump higher, he can carefully choose the next target while slowed in the air. This way, he becomes a character who can truly capitalize off of kills. Something like this would make me utilize the ability more, contrary to now where I have to avoid using it in order to keep momentum.

I also wouldn't mind the Chaos kick working on items/bounce pads either! With the above suggestions, it'd make people use it all the time! The only issue I could imagine (not to say there aren't others) would be folks cheesing it to get better times, although they'd need something to kick.

Thoughts?
Wolfshadowj
Wolfshadowj
I agree with you on shadow. His ground speed is about the same as sonic's and his instant homing attack is cool but his chaos kick does need a buff
It's definitely a great start. I love the overall mood of the game, and the small details in the sprite animations are really cool to see. I'll definitely be back to play this when the full game releases (or maybe sooner if you come out with a few more demo stages before the full release).
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ShakenRyan
Please release the full game soon
O
oKhro
how do you download it?
im new to this website
Charmee!
Charmee!
One of the most polished titles this SAGE. If you haven't played this yet, you are missing out!
Very fun level design, and the new characters fit in perfectly, especially Fang! Music is catchy and well composed, and the sprite work is some of the best I've seen in a fan work, and even in official works! So excited to see where this game is headed, because the framework is certainly set for this to be one of the best sonic fan games ever created. Nothing but praise from me! (Love love love the menus too)
Lilac
Lilac
Thank you! Me and the team absolutely appreciate your comments, please do look forward to more in our future!
This game has a good amount of potential to be a fun throwback experience! The graphics look like a Kirby game would on the Game Boy, with nice conversions and original sprite work! The music as well is top-notch, some great 8-bit versions of modern Kirby songs. The gameplay also feels nice for the most part, accurate. And I like the addition of a few changes made to the copy abilities, I appreciate trying to make it different at points. Overall, it's impressive.
But I do have a few complaints. My biggest one would probably be the hit detection. I dunno, it just feels...off at points. Like, jumps over or in between enemies, that I know I could do in the official games, aren't exactly there. It's hard to describe but that's how I'd say it. Also, apart from Burst, it felt like copy abilities were not nearly as helpful in this fan game compared to the official works. And my last critique (more of a nitpick this one) revolves around the inclusion of trampolines. They aren't implemented well in my opinion, considering by the time I bounced a good height I could've just floated up there in more than half the time.

Regardless of some flaws I have, I really liked what I saw, and also liked the decent amount of content offered in this demo. It helped me to cement my feelings for it. This has good potential and I look forward to seeing it evolve and grow!
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please make a .zip version
S
ShakenRyan
Yeah plz make one