Rollin' Rascal

Rollin' Rascal

Demo Feedback - Single Player and Multiplayer
TLDR - With a little more tightening I feel like this is going to be THE next big Speed-Based Platformer. Also, multiplayer is great.

Rollin' Rascal seriously has the potential to give sonic a "run" for his money.... get it? *ahem* anyways, I really loved this demo and am very excited for the full release. I'm going to list some feedback below with some pros and opportunities for improvement.

Pros:
- The controls are FANTASTIC. I've been playing Sonic in his boost era for years now and SEGA just can't seem to quite nail sonics movement. I honestly thought maybe it's just too hard to make 3D speed-based platforms. But then Rollin Rascal pulled up and changed my mind immediately. The momentum, speed, tight handling around corners, platforming sequences, etc.. feel incredibly tight and well designed.
- Art and Stage design. The worlds are bright and heavily saturated with color which immediately draws the eyes. The ergonomics of the stage allow you to make split decisions while flowing through the stage for the best possible routes. It is an incredible joy to navigate the stages that are available.
- The momentum based music. I noticed that when you hit your "flow state" or high speed state the D&B kicks in. It adds to the theme of going fast and I think this was very well implemented. Very curious to see what mixes are in store for us.

Improvements:
- Camera tightening up. This honestly is pretty good but the one multiplayer stage where you have to race up to the top can be frustrating as the camera doesn't quite snap behind you fast enough for you to avoid said obstacles, so you kind of panic lean to the right or left which then throws you off of the inverted obstacle. It's usually after the big purple boost jump thingies.
- Please have a separate button for jump and homing attack. Like my peers, I agree that separating them is a good idea. I've been yanked out of a double jump when my character hurled himself towards an enemy I didn't even see.
- When you control an enemy for the first time maybe pause or "bullet-time" the game and display the controls for the enemy. The player can continue and then they don't have to see it any longer. I figured it out pretty fast to be fair, but it would be a nice quality of life change.

I'm not really going to suggest anything to add because I don't really know what is coming down the pipe and I don't want to sound redundant or uninformed.
Last edited by ChaosBreaker56; Feb 12, 2024 @ 2:59pm
Originally posted by Curiomatic:
Hi ChaosBreaker56,

Thanks for playing the demo, for your kind words and also your constructive feedback! We've just updated the camera today with some improvements that should help the issue you listed. The rest of your concerns we are working through. The demo is still very early days, so expect lots of updates in the future!
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A moderator of this forum has indicated that this post answers the original topic.
Curiomatic Feb 13, 2024 @ 6:33pm 
Hi ChaosBreaker56,

Thanks for playing the demo, for your kind words and also your constructive feedback! We've just updated the camera today with some improvements that should help the issue you listed. The rest of your concerns we are working through. The demo is still very early days, so expect lots of updates in the future!
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