
Comments (24)

It's a great game. It's got potential. But there are a few issues
Like some guy said in the comments, the camera can be weird at times. The trail of rings are almost impossible to get due to the slippery controls. And not sure if it's just me but the controls can be a bit weird. For example the light dash (I'm using a controller). Other than that, it's a great game
I'm sorry to say this but the game plays like shit.
The camera is really wonky and should just be controlled automatically rather than manually
The stages are way too open making it hard to see the actual path or constantly falling off the stage
The homing attack is bugged and sometimes doesn't work properly
Other than that all other controls sometimes just bug out and don't work like spindash or tricks
Not sure if anyone had this issue, but when i start a level it loads when those back to the first screen saying compiling shaders. over and over
Some initial feedback for the demo:
I found the controls to be very awkward, and I feel like it's due to some weird key mappings and that a lot of the controls are more complicated than they should be. So here are some of my suggested tweaks:
The spin dash, drop dash, roll and slide should all be merged into a single move (on shift). Spin dash when your velocity is lower than a single tap of it (so you can't spam), roll when you're running, always drop dash mid-air and sliding should just be removed in favor of letting you slide under obstacles.
Since doing the above would free up the keymap a bit, some keys could be moved around.
Jump dashing and homing attack should go on the left mouse button since it's unused, so it would slightly ease up the left hand. Alternatively you could separate homing attack and jump dash, having the former on left click and latter on right.
Tricking should then go on the spacebar, since it effectively functions as a double jump.
Windmill kick could then go on Q since it's closer to wasd and only works mid-air.
If right click remains unoccupied then it could be given to the bounce as a secondary binding.
Please add secondary bindings for pausing on enter and escape.
Quick quick stepping should be much faster, i kept getting caught on things in the middle of it and the recovery from it is really awkward.
It would be nice if there was a fully-manual camera mode (as in disables automatic turning, not camera volumes).
The trick animation from exiting the rainbow ring is a nice touch but it looks too much like something player activated which confused me for a sec, so that could probably be looked into.
Sonic Daybreak (SAGE '25 Demo)
About
Sonic Daybreak is a 3D fangame inspired by the franchise's rich lineage.
Explore all-new, original levels with the help of Sonic's core physics-based gameplay, with moves such as the Trick, Spindash, Dropdash, Rail Surge, Wall-Run, and so much more!
The Team behind Sonic Daybreak:
Novazaru - Project Lead, Programmer, 3D Character Modeler/Animator, Texture Artist
ZachTheInsomniac - Co-lead, Level Designer, UI Designer, Music Director
Robo Fabio - Co-Lead, VFX Artist, Modeling, Programmer
Gabriel Chirico - Co-Lead, 3D Modeler/Animator, Texture Artist
Lorenzo Pace - Level Design Assistance, Enviromental Modeling, Texture Assistance
Charlemagne - Programmer
DiamondDump - Texture Artist
DPlex - Concept Artist
Val - Voice of Sonic
Xeno - Music Composer
Jongro, Merik, Octy, JeliLiam, DPlex, Michael4Numbers, SendoDX, SFProductions, PURRfect - Beta Testing and Project Feedback