Any ideas for an actually GOOD Sonic game?

Any ideas for an actually GOOD Sonic game?

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post more dagasi

2D.

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>it's a tails thread

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ow so cute, he's going to date Sonic!

>he's going to date human men
FTFY

don't post it

babysitting cream but hire a good artist

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Post it, dont trust this user

>Make Tails cute
>Doom him to permanent side character
>Never gets a love interest

Feels 4 Tails

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>he doesn't know the rest of the image set

you suppose to make unrelated topic greentext OP with dagasi pictures user

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HAS

I would say just do this Sega with proper graphics but as the gameplay is actually skill based and has real difficulty a massive amount of the playerbase would be filtered and cry about bad controls/archaic design or whatever other cope they can come up with for having actual gameplay they suck at

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Are those tails’ testicles?

You ever play that flash game where you babysat Sonic and the objective was to molest her without her telling her mom?
Yeah, me neither. That shit sounds fucked up.

Cream the rabbit

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don't mind if I do!

AvalonX

>tfw you will never have a rabbit brush your tail

Just play Genesis games. Ignore anyone who says that both Adventures were good.

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Glad I am not the only one. Have you seen his recent shit? Its so fucking bad and uncanny specially his bugs bunny art geez.

>Any ideas for an actually GOOD Sonic game?
Babysitting cream

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where can i play it user?

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Based Musikalgeniusbro

Change the objective from reaching a destination point to obtaining a set high score.
I think a problem with open level design with Sonic is that either it is too easy to avoid obstacles, the player gets lost, or the player takes the path of least resistance. If there is a goal that is build around open ended gameplay, then players will engage in the environment and will never need to worry about being lost because there is no set direction.
All there needs to be is a set score for a stage and the player succeeds once they hit that score. Ranks will be solely based on time. You can easily reward exploration and the very freeform nature will probably drive up replay value. Unlike fetch missions such as treasure hunting stages, Chaotix's missions from Heroes, or the various missions given to you in Shadow, the player can decide where he or she wants to go.
Let me give an example: Rather than going from point A to point B, the goal is to just obtain a set score. This is similar to trick challenges in Tony Hawk's Pro Skater or Casino Street Act 2 from the Sonic 4 beta/mobile version. This means that everything the player may to do gain points (destroy enemies, perform tricks, leap through Rainbow Dash Rings, collect rings) all directly make progress towards the goal. The player is then ranked on how long it took them to achieve that score.
I would suggest two things though, bring back boost mode and bring back enemy health bars.
The idea is to make combat a viable yet not always simple way to build up score, the enemies that are hardest to kill will yield the highest score rewards though. This is to encourage combat as one way of reaching the goal.
Due to the increased focus on combat Sonic's spin attacks will have a new property where Sonic's attacks will do more damage depending on how fast you move and in boost mode every enemy will become a one hit kill. Boost mode; however, only exists as long as you can maintain very high speeds

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>it's a tails thread

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Chao Garden 2
Sonic Mania 2

Just give me a fucking dedicated Chao Garden game with more depth to it. What is Sega's malfunction for not cashing in on the blue gremlins?

I'm just tired of trying to put Sonic into realistic stages. I want to see giant pinball machines and fantastical rail systems.

tails soft fluffy balls...

>Never
He's had the most love interests

The story goes that the Chao Garden was the passion project of one super autistic developer, and when he left SEGA his code was so impenetrable nobody could figure out how it worked.