I dont know why but this feels like the best of your sonic islands although it might be because it runs smoothly at 60 fps and doesn't have insanely low fov. (Your newest one is great though just bump up the fov)
Not only does this feel like a faithful translation and refinement of Classic Sonic gameplay into 3D (the closest of which I feel so far has been the Adventure series).
It figures that with momentum-based gameplay, there needs to be a way to negate the build-up of speed. The braking system you've implemented works pretty damn well if I say so myself - it comes in handy for when you're rolling down ramps and don't want to fly off! It's a useful thing to have, and a good feature to base some level design around. It's something that legitimately feels like it should be in a Sonic game, and doesn't have a whiff of gimickiness about it.
Well done on the good work, I hope you'll take this further!
Edit: Now I'm not sure if the brake thing is a bug or not. I can't seem to get it to happen anymore. It would happen when pressing the right shoulder button, forcing Sonic into a backwards spin. It would be nice if this were intentional!
This reminds me of the HedgePhysics engine that LakeFepard made but just a little more fun and bouncy. All the slope movement and other Sonicy stuff is very fluid, and the camera did a really good job of naturally moving along with Sonic. My only complaints would be that the camera feels a bit wonky and off center when you turn it, and the mouse cursor isn't hidden.
Overall, very good. You should be proud that you are capable of making something like this! I'm excited to see what's to come.
Sonic has such a pop to his movement, and his turning and general acceleration is just so natural. Bouncing on enemies feels just right, and the homing attack's compromise of halving the speed/height from before contact (but still retaining it, unlike other 3D Sonics) is brilliant. The camera work is some of the best I've seen in a fan effort (seriously, remarkable job there), and oh my god you managed to hit every note on how to make rolling feel good. You build up speed, you coast along, you feel like a fully maneuverable ball. It's excellent, and the effect given to it when passing a certain speed only improves that feeling tenfold. Fantastic job.
I played this engine for hours on hours, even with an empty map and only 4 enemy things to bop. Honestly, I feel like you've managed to make 3D Sonic work in a way much like Mario 64; a character so fun to move around that you can still have a good time even when put in a small, if not empty playing field.
At the moment this is a brilliant test for the engine, and I hope in the next year you work on adding levels. There is a couple of problems. The first, and least worrisome, is the model. It's fine but the face looks a bit spooky and weird. Change the facial expression. The second one is your choice of camera use. It can be a bit frustrating at times to use it, especially in that wired twisty thing. I'm not sure if you can fix it but maybe try fixing the camera to a certain angle or change the way you move the camera but just try something.
Overall, if you were to fix those problems, it would be an almost perfect game.
This was truly amazing. There was barely anything to mess around with yet I spent almost two hours just zooming around this test stage. I love what you'v done with this and I honestly cannot wait, for a full game with this. Truly stunning.
Model looks a bit weird, but nearly everything else is perfect, and I do mean perfect! But I do mean nearly as well, as it could have the momentum-based homing attack from Utopia (Utopia had it where your range would be determined by momentum).