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The graphics and music make me feel like I’m playing a DOS game, which I totally love. I like that the boss fight lets you just wail on them as much as you can when they’re vulnarable, just like a Sonic game should. There’s a few bits I think could use some improvement with what I’ve tried so far:

  1. Coyote time. This game needs it, especially since you’re expected to move so fast. An easy way to implement this is with a simple timer. Here’s an example:

if(isOnGround) coyoteTime = 15 //15 frames for example, can be any length else coyoteTime–

if(isOnGround || coyoteTime > 0) jump()

2: Swimming feels weird. I’m guessing you can swim in the green water because it’s nuclear? It’s still very slippery and hitting a wall at an angle you should just be sliding off of or maybe reflecting bounces you directly back instead. Check the angle of attack and determine which bounce is appropriate.

3: Getting out of regular water should be done with a jump. The way he just snaps up onto land when you touch it feels super janky.

4: Jump should be on a press event, not hold.

5: Having to go back and play a level again because I didn’t know what appeared to be optional orbs were actually mandatory wasn’t fun. It’s especially discouraging when the game seems to be telling me that S ranks will be expected as well. I don’t expect S ranks to be handed out like candy, like in Sonic Generations, but they shouldn’t be mandatory if they’re going to be this hard.

Thanks for playing and critiquing! FYI, S ranks will NOT be mandatory for finishing the game. You'll get some cool rewards for collecting all of the orbs, but the main story will give you enough leeway to skip the S rank orbs if desired.

fight punch pow bam

hahah yeah, we're going nuclear

i am the nuclear cheetah