@Maroxad said:
I never felt the sonic games were cheap in enemy placement.
When I bring up enemy placement/readability, it's not about them being cheap.
It's something that extends to obstacles in 2d Sonic level design in general.
Most platformers have you reacting to obstacles on screen. Given the player has a good grip on the mechanics, a foreknowledge of the obstacles ahead isn't required to progress at a smooth pace. And it's super satisfying to cleanly navigate those obstacles the first time through, simply because you as the player have the skill to do so. Likely won't be the most efficient way through, will still have tons of room to improve, but the initial run still can be finessed through pure skill. It can be satisfying from the get go, and improved upon through repetition.
In Sonic, without a healthy foreknowledge of the various routes, you will be stopped in your tracks. Enemies, walls, spikes, pits, springs that bounce you right back, etc. It's baked into the level design. They aren't issues on their own of course, but the decisions you must make to navigate them smoothly often happen well before they're on screen. It's not a matter of reaction, or mechanical mastery, the information simply isn't there.
Just to be clear, I'm not saying that level/route memorization is all there is to Sonic, accurate timing and a solid grasp of the mechanics still carry a lot of weight even after you know your route. Clearly illustrated by better players.
And I'm not even saying that trial and error isn't a valid design choice (talking clean runs btw, not simply making it through, no trial and error there).
I just think it can provide a more well rounded approach and be better off for it. Designing levels in such a way that can be read and reacted to at an enjoyable pace, while still providing those slicker routes for replays and higher level play in general. Keep the foreknowledge as a reward, that's great, but ease up on the punishment for a lack there of. Allow for timing and mechanical competency to still carry weight early on, leading to a more natural and satisfying progression into better routes on replays.
I know this right here is a bit of a meme take - "Sonic wants you to go fast, but punishes you for going fast!"- But I get it. That is how the level design reads, stopping you in your tracks for not knowing what might be a screen or two in advance. Of course you can overcome it, but initially it's a drag.
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