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SAGE 2023 - Demo Sonic Colors Demastered (SAGE '23 Demo)

I found this game totally by chance back in May and was instantly hooked. Since then, I've actually played a bit of Colors Ultimate - my first experience with the real game. I can easily prefer this.

The demo has been greatly expanded upon over the past year, and I. Love. It. I like the idea of the costumes, and the game feels a bit less slippery. Also, Sweet Mountain was neat - although there were a bit too many spikes imho. It's a great game, and I will certainly enjoy perfecting and speedrunning it while waiting for the next demo.

On the costumes - they're a great idea, and it was really smart to make them sold with rings. However, it just feels wrong seeing the Rush sprites with some of the palettes. May I suggest that for certain costumes, there is a sprite swap instead of just a palette swap? Especially for "Est. 1991". The Mania sprites would look great there.

There was one minor glitch I found during the laser rocket part of Sweet Mountain, where I boosted to the edge at the very beginning and could just stay there, perfectly safe from... everything. And another glitch in Starlight Carnival Act 2, where, well...
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Overall, great game! SEGA, give this man a job already!
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Very impressive demo.
I like combination of colors and generation playstyles.
It's cool to have all options of appearance and skills customization.
Beautify remade animation from Wii.
Solid level design except some rare moments.
Nice new ost remixes and options to use all other versions of ost.
Some negative thoughts:
  • I wish some of the DS version specific stage gimmicks were included as DS version uses wisps in more interesting ways than Wii. But it just my nitpick.
  • Some protected enemies located very close to platforming section which cases homing attack instead double jump.
  • When jumping into an enemy from below you pushed back down which in case of mission in Starlight carnival can result death.
  • Dialogs before missions feel a little bit long and have unnecessary callbacks to previous games like frontiers.
  • I encountered three bugs related to the rails.
  1. I stuck in stomping animation when trying to stomp a vertical rail.
  2. Jumping from rail to rail in TR chao mission placed me outside the wall and i fall out of bounce with no death animation.
  3. Chase on rails in SM (when badniks shot lasers from the top) doesn't work properly. Sonic either stuck in left or right side of screen without quick way to accelerate or decelerate without using boost or jumping.
Despite that it's amazing work. I really enjoyed playing your demo and getting all S rank and Red Stars. I looking forward to see more of the game.
I love this game. I saw it at SAGE last year and it was one of my highlights. Having played the newest demo I had just as much fun if not more. The developer is clearly developing their vision while also listening to feedback where possible and I really appreciate that. My thoughts:
  • Very fun! One of my favourite levels is Sweet Mountain 1, I was smiling while playing it!
  • Music goes insanely hard
  • Idle animations give a ton of personality to the game
  • The addition of the trick ramps is nice and gives it a bit more of a Rush vibe which I really like, helps to set the game apart from Colors Wii
  • Some ideas to improve/build - maybe stylise the green timing bar that appears at the top just so it isn't a raw green rectangle (but I appreciate you may already be aware of this and want to do it later) also adding analog stick support (I personally use d-pad but I know this is a feature a lot would appreciate). Lastly I'd suggest maybe making the spin dash a bit less spongy/slow and go a bit faster like in Rush, but I'm not sure whether the ABH Rush engine allows you to change physics. But that isn't a major issue
All in all I had a great time and I loved the demo. Looking forward to seeing the updates on your yt channel and you developing your learning from continuing to build this game. Great work!
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RandomocityGaming
RandomocityGaming
Thank you for leaving such a detailed review, I appreciate the feedback and am glad you enjoyed the demo!

Analog stick support is something that multiple players have brought up so I'm looking into getting that added in a future update. Your feedback about the combo meter was also interesting, I'll give that some thought.

Could you clarify a little on what you meant with the spindash? By "less spongy/slow" are you just saying that you think the spindash at max charge currently doesn't feel fast enough? I'll admit it's been a while since I dusted off my DS and played Rush so I'm forgetting slightly how the spindash felt in that game.

Again, I'm glad you enjoyed the demo and appreciate the feedback!
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Yeah I think you understand what I mean. Basically a bit less slower, atm it feels a bit like you are stuck to the ground a little, more than in Rush/Advance when using the spindash. I think you should be able to tell by watching a video on youtube. As long as it's a decent speed then it's no issue. But tbh it's not that huge of a deal since not many will use the spindash, but I find it useful in certain scenarios. Have a great day!!