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paulojrmam

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  1. Great topic!! I wondered about enemy designs though. The badnicks were so iconic!
  2. Sonic Boost Racer - Basically it's Unleashed daylight stages in a game that is a mixture of racing and platforming, in a wacky race style, with the due alterations to support the number of racers/players, like larger stages/courses and such things. It would be a new genre of game. Tails and Knuckles: Chaos Quest - Inspired by Ratchet and Clank, Banjo-Kazooie, Yooka-Laylee, Jak and Daxter, Mario & Luigi. So many games have two characters to play with. It could even be a smaller series, like Nintendo's Mario and Luigi. Sonic has a history with this thing too, given Knuckles Chaotix, Sonic the Hedgehog 4 Episode II, Sonic Heroes and the ability for a second player to control Tails in Sonic the Hedgehog 2. In my pitch, Knuckles uses strenght and Tails brains, you have to alternate between the two to figure out how to procceed in the levels so it's not all about speed. It's more a puzzler, having some elements from Tails old adventure games. It kinda seems what Boom tried to do (I didn't play Boom to be sure). Tails also uses gadgets ala Clank. Lego Sonic - Self explanatory. Why doesn't it exist yet? Sonic Force - Not to be confused with Sonic Forces. Inspired by Mario + Rabbids, it's a Sonic SRPG game in the mold of Shining Force classics. Sonic Expansion Project - This is the idea I like most. Consists of releasing in a digital form games to flesh out Sonic's world and mythology, each featuring a different main character. These being smaller, indie-like games. They would be games like Blaze the Hedgehog, Silver the Hedgehog, Espio the Chameleon, Rouge the Bat... and would feature gameplay to match each character's skill set. Hedgehog Freedom - A spin-off totally set in Archie universe comics. IMO it's what Sonic Boom should've been.
  3. These enemies are the right type of challening. You can only homing attack them when the fire is away from them. It requires timing. That's where challenge comes from when enemies are concerned: timing.
  4. I just think he should start by being controllable (as in not automatic).And it should be momentum-based. It should be as in Sonic Utopia. And homing attack should require timing (and feature no audiovisual cues like the targets that appears nowadays). Maybe you should need to press a direction to do homing attack and when you don't the attack goes in the direction Sonic is facing. And when you press a direction and jump in the middle of a jump, the homing attack goes in that direction, so you can aim the attack. So if there's an enemy at the right and one at the left, you can choose which to attack (and even be led to alternate paths). It'd also require more reflexes.
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