


Every bit of level design that is off-screen below the player is now seen as a potential bottomless pit. The issue is that it creates distrust between the player and the game. Bottomless pits often hit you unexpectedly you fall down a shaft and then are suddenly greeted with death.

You’ll see a lot of hate for bottomless pits among Sonic fans, but I don’t think it’s ever properly explained why. The levels design relies on bottomless pits. The level design often brings you to a stand still, which brings me to my next point of contention. You have to be moving in order to get out in front of your bombs, so it’s not useful at a standstill. I believe the creator did this for balancing purposes, but I caution that removing signature moves of a characters makes said character feel like something they are not.īean plays something like Plague Knight from Shovel Knight, using his bombs and a means of getting extra air. Knuckles, however, is oddly unable to glide or climb walls. The two hedgehogs play about how you’d expect them. You can play as the odd combo of Sonic, Shadow, Knuckles, and Bean.

This game is channels early/mid 2000’s Sonic energy, and I dig it for that. Since a big part of SAGE is getting feedback and learning to be a better designer, I’d like to help these fan devs out with constructive tips on making a better Sonic experience. As someone making a faithful 2D Sonic fan game, I feel I’ve learned a thing or two about how to achieve that. Old-school and faithful these fast-paced platformers invoke the heart and spirit of official 2D games. In this article, however, I will be focusing on Sonic fan games that take a more traditional route. SAGE can bring us all kinds of creative, whacky, and far-out games. Adventure Time Games Arcade Games Crazy Games Family Games Friv Games Horror Games Mobile Games Police Games Retro Games Tom and Jerry Games.
