"You just fly over everything"
5:32
21 сағат бұрын
Sonic Requeset - An addendum
11:25
Spark Dances To His Own Music
1:06
21 күн бұрын
MH Wilds beta - My first Rey Dau kill
30:18
Tips for the MH Wilds Perfect Guard
0:26
Chaos Compare!
8:22
Ай бұрын
I Love Sonic Emerald Ties
29:22
Shadow Hates Big the Cat
0:48
Ай бұрын
Lore Accurate Shadow #2
2:10
Ай бұрын
SHC 2024 - Pac Man in Sonic 3
40:55
Пікірлер
@baguettetheweirdguy2529
@baguettetheweirdguy2529 3 күн бұрын
Kinda weird that there's both normal shields and elemental shields, seems redundant
@udgeyjudge4289
@udgeyjudge4289 4 күн бұрын
I can't believe how little attention this demo is getting. I've been playing it over and over and having a blast. I always knew a game directly based on Sonic Spitball 3 would be good and it did not disappoint Personally I'm really glad there's no uncurl button and I hope they keep it that way. I think a big part of the classic Sonic gameplay is the interplay between running and rolling - rolling lets you get up to much higher speeds than running, but the tradeoff is that you have less control over your movement. It's a constant risk vs reward dynamic. In this game the loss of control is that you can't skid to a stop and you can't make sharp turns (while running you can make sharp turns and lose a bunch of speed, but while rolling you don't even have that choice). An uncurl button would negate the risk of rolling because you could just roll down a hill and then uncurl once you reached the bottom - there'd be no downside, so no fun risk vs reward dynamic. I really recommend watching Sonic Spitball part 3 (and 1 and 2 tbh they're great) it explains a lot of the ideas behind this demo and the goal behind the design decisions. The whole series was reuploaded recently :)
@SuperSonic34569
@SuperSonic34569 4 күн бұрын
As a used to be gt runner my biggest complaint actually is that it’s to easy to skip the entire level, I feel it really comes down to intent, with shadow gens as an example I find it far more enjoyable to play the levels normally rather then using spear to break it, where as in gt speedrunning is far more enjoyable because rather then skipping sections your actual using the objects in said sections to go faster.
@meliemelody
@meliemelody 4 күн бұрын
hey, thank you for playing again, i LOVED the video! - concerning the enemy placement, it's a big flaw of mine since the beginning 😅gonna try working on it more! - for knuckles, you were kinda right about the wall spindash! it's something we wanted to implement but hadn't had time yet to do so lol, expect that for the final version 3 or another demo - loud lumber was designed to be an halloween demo-only stage, but since people liked it we might as well put it in the main campaign - the "antoncubes" (the little cubes that became collectable in version 3) unlocks a secret once you collect all 3 of them in each act of wily weather! - also, the debug stuff on the first part wasn't intended 😅forgot to deactivate it in one of the demo builds for the cgs demo, luckily this got patched a few dozen minutes later! - for the air dash bug, that's a bug i identified a few weeks ago but can't solve it, gonna try checking it out and try to figure it out again! thank you for playing! hope you had a great time :], also thank you for the bug and flaw reporting! made a little list and will try to fix it this week hehehe
@MarkerMurker
@MarkerMurker 4 күн бұрын
I'm so glad you enjoyed the video! I think for enemy placement, you can take some inspiration from things like the Sonic Aural demo. Everyone loves the wall spindash :P Although that probably shouldn't be a ring-costing ability. With Sonic and Tails, the ring-costing abilities are usable almost anywhere and feel very freeform. A wall spindash would be limiting in comparison. I say keep Loud Lumber, maybe do something about the pits though. I don't think they have to be removed, just telegraphed somehow. I hope you do manage to fix the air dash, it's so good for your level design so far! Hey, remember Sonic Frontiers Final Horizon? Where Tails had that charged throw that left a platform of spinning wrenches he could fly into to reset his jump and fly again? You could do something similar but with the rings. The regular ring throw working as-is, and a charged one that costs maybe 10 rings. Could be great for Tails paths! I'm really looking forward to seeing what might come next!
@nasceredickinson2319
@nasceredickinson2319 5 күн бұрын
2:40 Anton Blast
@RaiginAnimator
@RaiginAnimator 6 күн бұрын
Calling the jump railroading is way to far imo. You can still gain distance and things with jumps But I don’t know calling a jump made for all the platforming Giving. You a lack of freedom is a bit of an overstatement While I agree that the Jump over everything isn’t an absolute bad thing. In things like Gt it’s really not hard to skip obstacles and enemy rooms with all the air mobility.
@MarkerMurker
@MarkerMurker 5 күн бұрын
I don't mean the jump specifically. I mean the overall game design. Like... The excessive dash hoops that can just be removed with proper controls and physics. I do know the tricks to gain distance with jumps, but they feel unintentional and I just don't like that. I feel like in Sonic GT specifically, the game is about making the world your own playground to enjoy all the movement options you have. Including enemies because of how Sonic's homing attack works. Like, it's one thing to make an obstacle course and another thing to make a playground. Obstacle courses are for you to do specific things in mostly a specific way. It's just two different ways to design things. In fact, we can compare and contrast the first level of GT (an open playground) with the last level (a linear obstacle course). You have to face each bit of the level largely the same way each time except for the room with the Eggman statue. As opposed to the first level where you have the rocks and rails at the top of the level or you can veer off to the side and run on the ocean for the first chunk of the game. And the movement system in that game doesn't break either level design style. Thank you for making me think a little more about this stuff. Part of why I do this is to learn to articulate and analyze a bit better.
@Calipso-tq3ww
@Calipso-tq3ww 6 күн бұрын
POV: The final boss when you let that one NPC die
@sp333dra
@sp333dra 7 күн бұрын
This is why I'll never understand the spindash being one of the main criticisms of Sonic Adventure. You could make the argument that it breaks level design but for 90% of action stages that's not really the case. Noticing a piece of geometry that you can ramp off and skip linear sections was a very enjoyable aspect of replaying some of the levels to me, intended or not. The player has to have a high level of precision to perform some of the more egregious level skips anyways. When I played SA2 for the first time earlier this year I felt kind of underwhelmed by the drastic change to level design lol
@niacinn
@niacinn 8 күн бұрын
I see a LOT of people say that about Spark, a lot of this is just people not having have played the game, it requires familiarity with the level before you master it to the point you can pull of those leaps.
@chradapow
@chradapow 9 күн бұрын
Sonic Team is slowly learning what fun is. Idk why theyre so afraid
@nasceredickinson2319
@nasceredickinson2319 9 күн бұрын
This is the frist time i watch a youTube defend big leaps you bought up a lot of good points. I usually compared it to out running the Camera in the classic games or spam dashing in SA1 something that is fun but hurt level design. Now i can see it as part of level design like Badniks Bounce.
@MarkerMurker
@MarkerMurker 9 күн бұрын
Exactly! Glad my video made sense :)
@RaiginAnimator
@RaiginAnimator 6 күн бұрын
Except that I don’t like spamdashing cuz it’s to easy. And outrunning the camera happens naturally in classic games very rarely.
@KaleSTUDIOS
@KaleSTUDIOS 9 күн бұрын
"You just fly over everything" - Title "No, you don't, and here's what you might have missed" - Description I don't think you should say that and then exclusively show video clips of you flying over everything. The clips in question actually make the problem seem worse than it did before in my opinion. My stance is that you shouldn't be able to pull off maneuvers like that. Period. You show case a section of Spark 3's level design where you're in a hallway and there's a lot going on down on the actual level, however you wall jump over all of it. That is the problem. A supposedly unskilled player would ignorantly end up going through all the actual challenges the games have to offer, but a supposedly skilled player wouldn't go through challenges at a greater or even comparable level, and yet the skilled player is rewarded for i. You can't tell me that wall jumping is easier than actually tackling the game's challenges or flinging Sonic off a slope is easier than platforming. This creates a situation where skilled players are doing things that are less challenging than unskilled players. Which is completely backwards. That's just not good level design. The game devolves from a basic 3D platformer to "You just fly over everything" You bring up spear gliding, but I'd argue that spear gliding isn't comparable. Spear gliding eliminates air drag and allows players to pull off impressive jumps. It is still limited in it's use. You cannot stop spamming chaos spear else you lose all that speed; you also cannot control Shadow at all while you're doing it. Compared to you having full control and almost no air drag when flying over the levels in Spark 3 and Sonic GT. I'd argue the Doom wings are a better comparison, and lo and behold people aren't as much of a fan of the Doom wings compared to spear gliding.
@MarkerMurker
@MarkerMurker 9 күн бұрын
Very good comment and fair points! I had a lot of trouble making this one because I wasn't sure if/when/where to contrast with regular gameplay clips because it wouldn't necessarily be pointing out anything specific aside from the most natural, obvious routes. I might need to make a followup to do that. About the hallway part, I think the flexibility in approach is simply better because why should I go through the same obstacles the same way every time? That's basically Shadow Generations. And it's not exactly easy to do the wall run method because you need to be going fast enough, gaining enough height along the way, and not bumping into anything. It's a platforming challenge of its own. There's even a part where the hall slightly narrows and you have to time your jump perfectly or be pushed off by the angle change. I still think the slope jumps I showed are part of the platforming because there are certain places you can only go be being fast enough to reach them. Sonic GT in general is a great example of this. I think what's lost in translation with some of the clips is that it IS harder to pull off a lot of these things. Simply because of the timing and angling. Although the upward Magnet Dashes may have been a bit much. You know, I think your stance on this mirrors my stance on the recent Zelda games. That level of freedom in those games doesn't work for me, and I want to o back to single-solution puzzles. But when the whole game is about movement like in Sonic-styled games, I appreciate some flexibility. ShadGen's level of air drag kills a lot of the fun for me because it looks weird and it makes everything more strict and scripted. Which is why even though I think the spear gliding also looks weird, it adds a level of flexibility that makes the levels more freeform. I just want some freedom of movement expression in these games. DMC but for movement instead of combat. Doom Wings are a good thing to bring up, but they feel more like a parallel to a super form, so it's supposed to be less restricted. Even then, I'd say it doesn't work all that well because of the very strict level design and limited control. That's a boring type of skipping everything to me. While in Spark, every second I'm making some kind of micro adjustment to my movement. It's engaging and it's tough to keep up, especially with the meter management throughout levels to keep up the speed. I will be making a video showing more regular gameplay though.
@RaiginAnimator
@RaiginAnimator 6 күн бұрын
@@MarkerMurkerI feel like your missing the point of OBSTACLES An obstacle is placed there to slow you down in some way even without spear gliding a lot of people just like discovering their own paths. The argument is I don’t want to do the thing the same way but when I make a new route for myself I’ll probably use said route at least 13 times before I start making adjustments. Minor ones too. I play sonic gt and I’ve got myself some decent times. But playing the levels and making routes while fun isn’t as different as discovering dev intended routes. If you like the player expression more that’s fine good even everyone’s different But oversimplifying not letting you do whatever you want to railroading isn’t good criticism. In GT player expression and routing is increased and that can be difficult but even on my first playthroughs of the game I could dodge obstacles REALLY easily. Not all the time but a bit tooo far. Restrictions breed creativity imo like chaos controlling projectiles to find new paths in Sunset heights If you could just fly up tho the bridge with a boost jump it’s not as satisfying. IMO The fly over everything is valid criticism as to some people the player freedom takes away challenge that comes with restrictions. But said restrictions can limit player freedom feeling either way is fine
@megasoniczxx
@megasoniczxx 9 күн бұрын
Reflects my thoughts down to a T. Funnily enough I only started thinking about the classic comparison about a week or so ago though, I think a lot of the issue people have stems from the fact that you can actually see what's ahead of you as opposed to the limited screen space and 2 dimensions of the classic games.
@baval5
@baval5 9 күн бұрын
Fully agree, especially the criticism of Segas scripted routes.
@_Imagimation_
@_Imagimation_ 9 күн бұрын
It’s a solid start but could definitely use some improvement, like a stomp and homing attack
@MarkerMurker
@MarkerMurker 8 күн бұрын
It does have a homing attack, it just works really differently and I didn't figure it out for most of this video :P A stomp might be nice though. Maybe overhaul it to work more like Spark 3's downward dash though.
@God-xd1wr
@God-xd1wr 8 күн бұрын
That “ding” when Sonic gets up to speed and gets that red trail behind him is the indicator that a homing attack is available, encouraging a more continuous movement philosophy. Otherwise, seeing as this game is taking more cues from Sonic 3 than something like Spark 3 or Pizza Tower, I assumed bubble and fire shields would be available for bouncing and air-dashing. Although, a majority of the 3D Mario titles rely on gimmicks and mechanics adjacent to classic power-ups, so I can see why following in Mario’s footsteps and increasing Sonic’s mobility options in that way would be in order.
@God-xd1wr
@God-xd1wr 10 күн бұрын
In a different universe, I can absolutely see this game being Sega’s answer to Mario 64. A fun and fluid 3D reimagining of the iconic 2D titles that maintains the original spirit while adding an athletic flair to make platforming more… 3-dimensional. I’m shocked and appalled at how little attention this demo is getting. Hopefully the creator comes back soon with a proper test level and a better name so it’s more easily found.
@MarkerMurker
@MarkerMurker 8 күн бұрын
Agreed! I always try to highlight demos that I think need more recognition so devs can stay encouraged.
@DigDannyBoy
@DigDannyBoy 11 күн бұрын
What's going on in the thumbnail? Like what game is it and why does sonic look like he's tunneling through the ground?
@MarkerMurker
@MarkerMurker 11 күн бұрын
@@DigDannyBoy That's Sonic's homing attack animation in the Proto Sonic demo from this year's SAGE. I chose that because the way that homing attack works really stands out as a fun, fluid, controllable evolution. I guess it does kind of look like he's tunneling though
@GGJonJon_real
@GGJonJon_real 15 күн бұрын
Whoever made this dumb as hell because he misspelled Request on the damn title screen
@MarkerMurker
@MarkerMurker 15 күн бұрын
@@GGJonJon_real Could be a kid, sometimes they make fan games too. I just like the gameplay
@MarkerMurker
@MarkerMurker 15 күн бұрын
Wait a minute... I could be completely wrong and maybe they intended it to be "Requeset" all along. I could be the stupid one here thinking they meant "request" 🤣
@JtMz-e8v
@JtMz-e8v 16 күн бұрын
i agree sonic team should add something like this into there next work, try reaching out to one of the developers and tell them abt these ideas
@StardustSpeedman
@StardustSpeedman 18 күн бұрын
Nice selection!
@MarkerMurker
@MarkerMurker 18 күн бұрын
@@StardustSpeedman Thanks! Trying to get more people interested in some of my favorites 😁
@Barraspy
@Barraspy 22 күн бұрын
I definitely can see what your saying, it would be cool, but I think SEGA sadly doesn’t have the time or resources to make stuff like that, I think we the closest we got a game like you described was Lost World
@MarkerMurker
@MarkerMurker 8 күн бұрын
Sorry I missed this one, I do hope they get to that point in a few years
@zmcanais
@zmcanais 23 күн бұрын
He schmoovin'
@megasoniczxx
@megasoniczxx 23 күн бұрын
Yeah, I think Shadow Gens is a good game and i'm glad that it's been doing well but I had this perpetual feeling throughout the whole first playthrough of it taking away control from you too much either for cinematics or for examples like the dash loops you mentioned earlier and it kind of took me out. I'm not gonna say it needs to be like something like Spark 3 or Sonic GT or whatever since I like that the series sort of does it's own thing design wise despite how much I criticize it but I do wish we could get something that's less dependent on pre-scripted setpieces and interactions. I will say, it definitely feels like a step up from everything else they've released the past decade though and i'm really hoping we get a completely original game too since while I don't mind the idea of using past level themes, I don't think i've seen a series go this long "celebrating the good days" before in my life.
@sikosonix901
@sikosonix901 23 күн бұрын
I've seen this sentiment growing a lot recently, especially insight of the boost games. While I can understand why people feel this way, but you have to understand, Sonic Team _can't_ trust the player. They don't know if it's a decade old fan, or a prepubescent child. So to compensate, the skill floor had to be lowered a ton. And unfortunately the skill ceiling did to, kinda. Difficulty in Sonic games are as inconsistent as the quality. Sometimes you'll get Unleashed and Final Horizon. Other times you'll get Forces and Colors. And then there's the in-betweens like Shadow Generations and Sonic Adventure 2. I think another factor is simply development. All of these nice and fluid movement options and physics took time to make. I have no doubt that Sonic Team can do it, but if they don't have time and budget, I can't see it happening. Then again, Shadow Generations is right there. And with all the cool ideas and concepts shown in Frontiers, it could very much happen. The best case scenario is one where Sonic Team finally masters the balance of every type of Sonic gameplay. The more free flowing movement of the classics, and the more cinematic and rigid movement of the moderns. They create a massive skill range, so players with higher skill can express it, and casuals can still have fun.
@MarkerMurker
@MarkerMurker 23 күн бұрын
@@sikosonix901 I mostly agree with all of that, but I'm just really hopeful that they can find the right combination of physics and controls to let the little kids have fun while having room for more advanced players to really dig deep. Like Spark The Electric Jester 3, but even more.
@sikosonix901
@sikosonix901 23 күн бұрын
@MarkerMurker I thought that's what I was saying. I specifically specified massive skill range.
@MarkerMurker
@MarkerMurker 23 күн бұрын
@@sikosonix901 Ah, I might have slightly misread. Then yeah, I fully agree
@IdiotRebecca251
@IdiotRebecca251 23 күн бұрын
So as a certified nerd this was based on part 3 of Sonic Spitball, a video series by ShayMay (whole series was delisted for some reason but there are reuploads) Essentially part 1 critiqued the series’ gameplay, part 2 critiqued the series’ narrative, and part 3 made a hypothetical video game based on all aforementioned critiques Btw thx for getting this on my radar this is like peak fiction n stuff :3
@sants4560
@sants4560 24 күн бұрын
What if people asked to use the framework to for custom levels? I think that a great way for everyone engage in using it
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@sants4560 I think that would be amazing! I mean, I wish I could understand any of this so I could use it 😅
@_veloxity91
@_veloxity91 24 күн бұрын
I have so much fun in Shadow Generations. Regardless, I love how floaty the Infinity Engine feels. Personally, I want longer air time and for the moves you pull to not stop you on a dime every time. Maybe if you tap the homing attack, you stop, but if you hold the button; you bounce off of the enemy and keep moving.
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@_veloxity91 Yesss! Sonic Skyfall floatiness with Sonic GT's homing attack sounds awesome!
@AshkarBehek0
@AshkarBehek0 24 күн бұрын
One thing I will say is that I don't think a fair amount of pure cinematic moments is necessarily a bad thing. You REALLY must not go overboard with them, but one or two in a 4~6 minutes level can, at the cost of pacing, give the player some breather periods. Especially during those grinding periods where you're just replaying a stage over and over to improve your time, it can be good for the brain (and your performance) to close your eyes and empty your mind during those brief pauses.
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@AshkarBehek0 I can definitely understand that. Although I would still like the ability to create those moments myself as well.
@AquaVerve
@AquaVerve 24 күн бұрын
Nah, sonic gt would be the PERFECT sonic formula , obviously if it was more streamlined like Rollin rascal made by the same developers
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@AquaVerve I absolutely love GT (made a whole video rambling about it a while back), but there are so many ideas I don't want to end up unused or unexplored.
@Doxthefox
@Doxthefox 24 күн бұрын
I think there's alot of cool tricks and skips you can do in shadow gens and i think it's even better than sonic gens
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@Doxthefox Absolutely, it's one of the best Sonic games out there and it's why I thought about this.
@bottomtext593
@bottomtext593 24 күн бұрын
My main complaint for Sonic x Shadow Generations is that the moments where you SHOULD be going fast feel alot slower than you actually go. It's most obvious in 2D Stages and Rail Canyon where only the Dash Pads can take you to REAL top speeds and not the boost.
@MarkerMurker
@MarkerMurker 8 күн бұрын
I noticed that too!
@sendhelpidfk
@sendhelpidfk 24 күн бұрын
Honestly, I keep looking back and thinking that the Unleashed Adventure Packs were a time capsule of what could have been: unrefined as hell, but letting you truly cut loose (for better or for worse).
@Night-Lord
@Night-Lord 24 күн бұрын
Personally I think it’s fine for the game to be heavily scripted and cinematic. Those scenes are sick and the only reward I’m chasing in an S-rank. Fuck style points. Personally that would just give me another reason to reset the course because I didn’t hit the target at the exact moment, or I didn’t have the charge to use Chaos Control. That’s doing too much. Plus you’re asking to make these levels even bigger, which makes it more complicated and take longer and also remember this is a 3D space that needs every alt route to consistently end at the goal ring. I hate the attitude of “oh Sonic Team could do better”. This isn’t Game Freak! Sonic Team have been making the right moves. Frontiers was a great start, fully original, tons of support. This game like just came out as is a remaster of one of their best received games. Let them focus on that core experience for a little bit before you start scaring the hoes away with this talk of triple summersaulting off a chaos controlled enemy into an alt path. I have friends playing this game that don’t even know how to spot a shortcut, I would like them to actually learn how to play these games, not the fan games everyone wishes Sonic Team would make
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@Night-Lord That's the thing, everything I talked about doesn't have to be core gameplay, but just a thing you can do if you notice the mechanic and want to experiment. I'm not saying make all this stuff required, or to raise the skill floor. I just want them to raise the skill ceiling. Right now it's mostly reaction based and not very rewarding for creativity unless you use the spear exploit or something which looks stupid to me. I want something that's high skill that makes sense for the characters. You're right, Sonic Team has been improving. And Shadow Gens had a little bit of this and inspired me to make this video. I think you'll get what I mean if you play Sonic GT. S Ranks are flexible. If you struggle with making the right speed, you can focus on rings, badniks, rails, and tricks. Any mix of those things can lead to an S and it encourages play that looks like Sonic. And those levels are big and wide enough to make it all make work and make sense. I only say all this because I've seen it's possible. I'm not nitpicking Shadow Gens, I'm considering how far they could push what they did there while allowing (but not requiring) more ingenuity.
@joshaman7593
@joshaman7593 24 күн бұрын
try the junio sonic mod for sonic robo blast 2, it has a mid-air redirect like the homing attack but you can actually use it to maintain speed throughout almost an entire level if you use it right. the current version is bugged and someone uploaded a fix for it. it trivializes a lot of the game, but most of the cool stuff you can do with it requires map knowledge and routing. it feels close to that original sonic feel in 3d, and incorporates badnik boosting as a refresh for the ability which makes it really dynamic as you try to land on small moving targets.
@evdestroy5304
@evdestroy5304 24 күн бұрын
I see a lot of people who seem to forget that not everyone is a Sonic god who has been playing for 15 years. What we need is a hard mode in newer games.
@Andi_Thy_Is
@Andi_Thy_Is 24 күн бұрын
Most of these maneuvers are things that could very easily exist in a less difficult game, not required for progression but for higher skill players it would be an excellent wait to reward their skill, but yes agreed.
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@Andi_Thy_Is Exactly this! Like a game called Spark The Electric Jester 3. You could basically play it as a Sonic game, but there's so much cool movement tech that you can use *if* you get a handle on it. That's what I want out of Sonic. They can keep the low skill floor and low complexity, but I'd like options. With Shadow Generations, I'm seeing a little bit of that, with some people saying "Wow, I didn't realize you could do that", or "I didn't even think you could go there". It would be cool. It would help with replayability and visually selling the game to people.
@ninlaw9810
@ninlaw9810 24 күн бұрын
@@MarkerMurker actual momentum would be cool because it has a high skill ceiling and high reward
@nasceredickinson2319
@nasceredickinson2319 24 күн бұрын
Im glad im not the only one who want the Insta Shield to return.
@stanzacosmi
@stanzacosmi 24 күн бұрын
Honestly, I think the way homing attack works right now is fine as an option, but perhaps make it like sonic GT where if you HOLD the button, or maybe press it twice, you keep the momentum you had and barrel through, sort of allowing for possible speedrun application without sacrificing the ease of use, like a homing dash was. Also badnik bouncing doesn't... really work in 3D if you want the game to have any amount of wide appeal like shadow does without a severe camera rework... Will say though, using an existing enemy as a possible doom blast target using chaos blast sounds sick even if it only goes from where it's at rather than having shadow kick it up
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@stanzacosmi GT's homing attack was great, with height and speed influencing your exit angle. I still love GT to this day despite being so short because every run through a level can be a bit different. About badnik bouncing, it doesn't have to be mandatory. Just a cool thing people *could* do if they notice it and see it might lead to something or help skip a pit. Doesn't have to even be in the marketing at all. Just there for people who experiment. Doom Blast is actually why I made this video, it's so cool but it feels unrealized.
@devonthehedgehog1808
@devonthehedgehog1808 24 күн бұрын
Take notes from Ultrakill Tons of player freedom and expression with how you interact with the game, movement and level design Not literally we don’t need guns shadow 2 doesn’t need to happen
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@devonthehedgehog1808 I never tried Ultrakill, I'll have to take a look
@Phobia-shadows
@Phobia-shadows 24 күн бұрын
That 1s a very [[5%off]] 1dea from a [[CLOWN AROUND TOWN]] don't forget to [[LIKE]] @nd [[SUBSCRIBE]]
@StardustSpeedman
@StardustSpeedman 25 күн бұрын
I very much agree! Good video! :)
@MarkerMurker
@MarkerMurker 24 күн бұрын
@@StardustSpeedman Thank you!
@baval5
@baval5 25 күн бұрын
Homing attack blasting through enemies is always peak. Im one of the only fans of Sonic 4, both episodes, and a big part of the reason for that is that the homing attack could blast through enemies instead of bouncing off them if you timed it correctly. Bouncing up and losing all momentum really sucks.
@MarkerMurker
@MarkerMurker 25 күн бұрын
@@baval5 I didn't know that tech about Sonic 4! But Sonic GT was my favorite homing attack until Proto Sonic came along. It makes more sense that way
@baval5
@baval5 24 күн бұрын
@@MarkerMurker Yeah the best area for it is the second level of episode 1, theres a section where there are 5 or so Bubbles Badniks in a row, if you do it normally you slowly climb up them bouncing off each one with homing attacks but if you time it right you can blast through all 5 in one dash. It looks really cool. Edit: Theres actually a bunch of areas like that through the game You can see it done around 2:30 of this speedrun: watch?v=e9qcS4BS6hY
@DumpsterBug
@DumpsterBug 26 күн бұрын
honestly i wish the sword and shield was as big as this weapon.. cause sword and shield is like a dagger and buckler