I love how the stage is based on the beta version of Windy Valley. After all, that version was scrapped and never officially used. Might as well take advantage of it.
Sure but the files were still recovered off of a demo disc so its not like its open season for indie games to use them, and a good handful of the textures were actually made by hand by some of the restoration team since they werent on the disc So hopefully none of those are repackaged here, that'd be kinda not great lol
I love to see new mascot platformers hit the scene. This is like a fusion of Spyro and Sonic Adventure, with the action and pacing of Crash. Maybe there's a more direct comparison. It's just, it's missing "pizazz". There isn't anything specifically satisfying about any aspect of the game, other than a generally pleasing aesthetic. But nothing that gets the dopamine going. Sonic Adventure had set-pieces like loop-de-loops and chaining homing attacks. Spyro had the charge sprint and headbutts. I would highly recommend the devs examine that "It" factor as they work to finish the game. It's definitely got charm.
The movement in Tricky is actually pretty insane once you figure it out. Unfortunately, we're missing a better tutorial for movement in the demo. Here's a few things I've messed with though: - Tail-swiping on the ground right before a jump will boost your jump height quite a bit. From there, you can do a double jump, and then another tail swipe. - Jumping while sliding will send you into a long-jump, similar to Mario 64. This can be chained into a double jump, and then a tail-swipe for even more height. As far as I can tell, your speed stays the same through all of this as long as you're in the air. - You can tail-swipe during a ground pound to launch Tricky into a dive. This can be chained at the end of the aforementioned long-jump -> double jump -> tail-swipe maneuver, and it'll REALLY send you hurling forward. Like I said, the game isn't super transparent about the movement mechanics and flow at the moment. We noticed a lot of hangups on this in various gameplay videos, so it's definitely being addressed.
@@LandyRShambles I'm sure that's all true, but the level doesn't take advantage of any of that crazy movement, nor does it encourage the player to play wild. Take the homing-attack chain I mentioned before, you have to take that leap of faith to progress in many spots in the Adventure titles. Being honest, what you described sounds like the crazy tech you can do with Cappy in Mario Odyssey. But players can miss that tech and still have a good time, because the core movement is immediately "pizzazz"ey. I wish the Tricky devs all the best, regardless.
@@TheSunsetHero256 to be fair this was my first time trying level design in 6 years and the second level i've ever designed so it's gonna be rough. i've been working on overhauling the level design to be more of a sandbox fitting to tricky's moveset ever since submitting the demo to SAGE, so these concerns are definitely being addressed.
Dash is like a Sonic that smoked too much and became as gray as the cigarette's ashes. Not gonna lie, this game feels incredibly nostalgic, despite being a new game, and i love it.
Believe it or not I actually know the voice actress for for Volt. She goes by the name Caslei. She actually is a voice actress for a series we run called Radiant Force. She's really awesome.
Aesthetically it's on point (even if I don't exactly love the character designs), but the game design needs some serious fine tuning. The level design is extraordinarily empty and a bit tedious and doesn't really suit a game which such a low running speed. Also the boss is clearly unfinished.
It doesn't look bad at all, to the contrary it's looks quite neat. Well after all old-school 3D platformers are always welcome no matter what. 😂 Too bad that genre is so lacking on modern consoles...
This game has an amazing graphical style that pays homage to the dreamcast, almost too much of an homage in some cases. My only major concern is the lack of tutorials, lack of major direction, and empy, bad level design. The area feels like a test of the game's engine, not an actual level. Edit: The boss is derivitive and boring, only saved by the voice acting. The game screams 'sonic fangame,' not 'throwback platformer.'
Man, whoever Dash's voice actor is, they're really putting their all into the character. Kinda respect it, but also makes him seem kinda outta place here.
The game looks more like Banjo Kazooie than Sonic Adventure honestly. But I'm not sure what they're going for with the graphics, it's trying to imitate older games but it also looks kinda modern at the same time with the shading and expressive animations, so it's in this weird visual mishmash of both old and modern, which I'd personally try to stick with one or the other.
not sure what about the shading comes across as modern, i only used methods that would be possible on the dreamcast (projectors, vertex colors, and transparent meshes)
@@possqueenvivvie Check out games like Fatum Betula and Super Kiwi 64. Their devs made their graphics intentionally bad in a way that looks good like it's an original PS1 or N64 game.
@@possqueenvivvie Well take no offense, I'm sure you put a lot of good effort into making it look like a dreamcast game, and I really admire it, but I don't think it's quite there. Maybe adding a screen filter to make the game a tiny bit pixelated would help, I don't know, but I'm pretty sure it has to do with the lighting. The models don't look shitty enough to convince me it's a dreamcast game. Take a look at Pseudoregalia. That game hella looks like it came out on the dreamcast. It has worse shaders and the textures are more zoomed in so they look more pixelated, but what also helps is that it has a funky color palette and a few pixelated 2D graphics here and there. So stylish.
@@thejetparadox they seem to be trying to replicate the feel of sonic adventure, sonic adventure never had movement this stiff, animations sure, but not movement
@@itzdcx Spark 3 is definitely better at being a Sonic-like, but that's not really the idea behind Tricky. It's a more traditional platforming game that uses Sonic Adventure as the main visual inspiration. The gameplay isn't meant to be all that similar to Sonic, contrary to this video's title, which we don't have control over.
@@SparkDrackflame951 because I'm not a game dev may be? My comment aims on video title btw I didn't said anything bad about the game. It just empty and not even close to final stage as i can see.
@@cephmind74 well it takes time This is made by people who are making this as a fan game and for passion and pour love into it, plus they have a patreon in case IF you want to support their development for the game or just watch from afar And it may not seem like much but at least it's decently well made.
I love how the stage is based on the beta version of Windy Valley. After all, that version was scrapped and never officially used. Might as well take advantage of it.
Sure but the files were still recovered off of a demo disc so its not like its open season for indie games to use them, and a good handful of the textures were actually made by hand by some of the restoration team since they werent on the disc
So hopefully none of those are repackaged here, that'd be kinda not great lol
This game is _oozing_ that Sonic Adventure charm and I am all here for it.
Dash looks like Sonic, Sonic.exe, and Surge got fused together into an unstable walking hissy fit.
That "unstable walking hissy fit" is named Zazz, I believe...
Newgrounds Sonic is alive and well!
I approve!
Replace regular sonic in this equation by Zazz of the deadly six zetis
I love to see new mascot platformers hit the scene. This is like a fusion of Spyro and Sonic Adventure, with the action and pacing of Crash. Maybe there's a more direct comparison.
It's just, it's missing "pizazz". There isn't anything specifically satisfying about any aspect of the game, other than a generally pleasing aesthetic. But nothing that gets the dopamine going. Sonic Adventure had set-pieces like loop-de-loops and chaining homing attacks. Spyro had the charge sprint and headbutts. I would highly recommend the devs examine that "It" factor as they work to finish the game. It's definitely got charm.
The movement in Tricky is actually pretty insane once you figure it out. Unfortunately, we're missing a better tutorial for movement in the demo. Here's a few things I've messed with though:
- Tail-swiping on the ground right before a jump will boost your jump height quite a bit. From there, you can do a double jump, and then another tail swipe.
- Jumping while sliding will send you into a long-jump, similar to Mario 64. This can be chained into a double jump, and then a tail-swipe for even more height. As far as I can tell, your speed stays the same through all of this as long as you're in the air.
- You can tail-swipe during a ground pound to launch Tricky into a dive. This can be chained at the end of the aforementioned long-jump -> double jump -> tail-swipe maneuver, and it'll REALLY send you hurling forward.
Like I said, the game isn't super transparent about the movement mechanics and flow at the moment. We noticed a lot of hangups on this in various gameplay videos, so it's definitely being addressed.
@@LandyRShambles I'm sure that's all true, but the level doesn't take advantage of any of that crazy movement, nor does it encourage the player to play wild. Take the homing-attack chain I mentioned before, you have to take that leap of faith to progress in many spots in the Adventure titles.
Being honest, what you described sounds like the crazy tech you can do with Cappy in Mario Odyssey. But players can miss that tech and still have a good time, because the core movement is immediately "pizzazz"ey.
I wish the Tricky devs all the best, regardless.
@@TheSunsetHero256 to be fair this was my first time trying level design in 6 years and the second level i've ever designed so it's gonna be rough. i've been working on overhauling the level design to be more of a sandbox fitting to tricky's moveset ever since submitting the demo to SAGE, so these concerns are definitely being addressed.
Oh hell yeah, they even got the goofy dialogue animations, also i love that dialogue it's pretty funny
wasnt expecting the mc to think the boss was coming onto him .-.
Dash is like a Sonic that smoked too much and became as gray as the cigarette's ashes. Not gonna lie, this game feels incredibly nostalgic, despite being a new game, and i love it.
I was thinking more of an EXE wannabe myself. Probably the red eyes.
I hope this becomes a full fledged game on steam. Id buy it in a heartbeat
hey thanks for playing my game! i'd love to hear what you thought of it
The game looks pretty cool, ngl 😮
is breezy bluffs going to remain the same or no because it looks a lot like beta windy valley
@@stanzacosmi it's being overhauled right now to have much more sandbox level design and more visual inspiration from NiGHTS and spyro
Honestly if this game ends up being moddable, a Sybil mod with Sybil's moveset would really cool to go get modded in
@@possqueenvivvieout of all the sage games, your game was the most impressive. Can’t wait to see more in the future.
This feels a lot like the Heavy Iron SpongeBob games
Imagine porting this to a Dreamcast lol definitely looks like a Dreamcast title.
Believe it or not I actually know the voice actress for for Volt. She goes by the name Caslei. She actually is a voice actress for a series we run called Radiant Force. She's really awesome.
Doesn't feel like that much of a sonic adventure clone. Feels like almost another freedom planet.
This looks AWESOME!! I like the weightiness of the characters, not floaty at all. Wonderful designs, too.
Aesthetically it's on point (even if I don't exactly love the character designs), but the game design needs some serious fine tuning. The level design is extraordinarily empty and a bit tedious and doesn't really suit a game which such a low running speed. Also the boss is clearly unfinished.
Dash is like a weird mix between Sonic and Zazz and I love the concept! XD
I think the Dash = Sonic thing is just a bit TOO obvious, but other than that it's cool.
Sonic and zazz had a kid
💀💀💀@@shadowsouls4885
I'd go on to say, this game takes place in the world's where the Special Stages originate from.
These characters remind me 90'S metal rock band
Sonix + zazz= dash 😂
A game where the main character isn't a hedgehog and thw villan is
he's a tenrec, not a hedgehog.
this is just sonic adventure meets crash bandicoot
I that sonic.exe, like bro😂
having the boss villain be a sonic inspired character is poetic.
I'd like to see a full game like this
This game is good enough to be its own thing but it’s definitely built on a heavily modified Sonic adventure/Katana engine
Plays more like jak and daxter if you ask me.
it's actually built from scratch in Unity haha
Nice!
I'm getting more Ty tasmanian tiger vibes from this
nice use of fresno nightcrawlers
are those Fresno Nightcrawlers?
It doesn't look bad at all, to the contrary it's looks quite neat.
Well after all old-school 3D platformers are always welcome no matter what. 😂
Too bad that genre is so lacking on modern consoles...
Looks alright
Beta windy valley???
11:30
“GET YOUR MIND OUT OF THE GUTTER!”
Help me, I’m dying via laughter! 😂
This looks amazing.
A charming 6th gen experience!!!!
Looks like just a sonic adventure clone.
If Sonic and Klonoa had a baby 🔥
This game has an amazing graphical style that pays homage to the dreamcast, almost too much of an homage in some cases. My only major concern is the lack of tutorials, lack of major direction, and empy, bad level design. The area feels like a test of the game's engine, not an actual level.
Edit: The boss is derivitive and boring, only saved by the voice acting.
The game screams 'sonic fangame,' not 'throwback platformer.'
Man, whoever Dash's voice actor is, they're really putting their all into the character. Kinda respect it, but also makes him seem kinda outta place here.
Is a fan character that I see?
evil sonic is a shrew
actually he's a tenrec
WHAT I DONT WANNA FIGHT HIM
The game looks more like Banjo Kazooie than Sonic Adventure honestly. But I'm not sure what they're going for with the graphics, it's trying to imitate older games but it also looks kinda modern at the same time with the shading and expressive animations, so it's in this weird visual mishmash of both old and modern, which I'd personally try to stick with one or the other.
not sure what about the shading comes across as modern, i only used methods that would be possible on the dreamcast (projectors, vertex colors, and transparent meshes)
@@possqueenvivvie Check out Fatum Betula, Super Kiwi 64, and other games made by the same developers to see what I mean.
@@possqueenvivvie Check out games like Fatum Betula and Super Kiwi 64. Their devs made their graphics intentionally bad in a way that looks good like it's an original PS1 or N64 game.
@@dorbacal tricky isn't meant to look like a PS1 or N64 game, it's based on dreamcast games.
@@possqueenvivvie Well take no offense, I'm sure you put a lot of good effort into making it look like a dreamcast game, and I really admire it, but I don't think it's quite there. Maybe adding a screen filter to make the game a tiny bit pixelated would help, I don't know, but I'm pretty sure it has to do with the lighting. The models don't look shitty enough to convince me it's a dreamcast game.
Take a look at Pseudoregalia. That game hella looks like it came out on the dreamcast. It has worse shaders and the textures are more zoomed in so they look more pixelated, but what also helps is that it has a funky color palette and a few pixelated 2D graphics here and there. So stylish.
Bo Bo Bay is a Chao Garden type of game that is in development too. It just got it's own Chao Karate and it plays like VF!
GOONS?!
In a good way
Outside of the painfully forced unfunny innuendo, the game is pretty cool and charming
movement looks kinda stiff and like the characters are being weighed down, otherwise interesting
I think the stiffness is part of the aesthetic. Granted they could go beyond what devs couldn't do back in the 6th gen era.
@@thejetparadox they seem to be trying to replicate the feel of sonic adventure, sonic adventure never had movement this stiff, animations sure, but not movement
Oh hey its “not” sonic.exe
I feel like the voices are AI
They are not, any weird artifacts are from audio compression
i’ll let tricky’s voice actor know
Sonic Adventure Clone my ass it looks nothing Like it💀 this is a Crash and Mario 64 clone
So why don't you make one that looks like a gane clone if you're complaining so much?
@@SparkDrackflame951 if you want to know an actual sonic clone game then check out: *Spark the Electric Jester 3* so much better than this
@@itzdcx Spark 3 is definitely better at being a Sonic-like, but that's not really the idea behind Tricky. It's a more traditional platforming game that uses Sonic Adventure as the main visual inspiration. The gameplay isn't meant to be all that similar to Sonic, contrary to this video's title, which we don't have control over.
Volt's voice ain't great, sad to say. Overall looks neat tho, I'd give it a try. Hope they change that voice tho, or the design to make it fit better
absolutely nothing interesting
So why don't you make something interesting?
Is absolutely nothing here is interesting why don't you make it yourself instead of complaining?
@@SparkDrackflame951 because I'm not a game dev may be? My comment aims on video title btw I didn't said anything bad about the game. It just empty and not even close to final stage as i can see.
@@cephmind74 well it takes time
This is made by people who are making this as a fan game and for passion and pour love into it, plus they have a patreon in case IF you want to support their development for the game or just watch from afar
And it may not seem like much but at least it's decently well made.
the characters are repulsive
Then why don't you make the characters yourself and make a game about the character if you find the characters are repulsive?
@@SparkDrackflame951 possibly because I don't want to
Wydm?
They got Sonic.Eyx as a boss