
u/KoshmoValk

New designs celebrating Shadow, Rouge, and Silver are now available on Amazon, including two new designs honoring Silver’s 20th anniversary.
Which Silver are you according to your birthday day?
Preview pages for DC X Sonic the Hedgehog: Metal Legion #4, Releasing August 5th.
P-p-p-poker face P-p-poker face- (by @YADI_delulu)
🍁
Original post: https://x.com/flyshyva/status/2081579107125526650
He just wants to do his job (by @Neetledraws)
Zen Monkey Studios has announced Blaze and Silver pins!
Will be available at NYCC and the ZMS website.
Idea for a Silver 3d gameplay
Most of the time, Sonic and his crew play fairly simply. Many of their movesets tie directly into Sonic’s core gameplay, even when they have their own flow and dynamics. But lately especially in Frontiers everyone has started to feel closer to Sonic in terms of speed and attacks (like the homing attack). This keeps the hype high not just for playing as Sonic, but for treating every character as a fresh gameplay experience without missing Sonic
This would lead to how would Silver play?
Sonic 06 was unfinished, and while Project 06 improves it significantly, claiming that Silver’s “true” gameplay is whatever exists there is like saying every character in 06 has solid mechanics. The physics, programming, and overall systems were never fully complete. It’s safe to assume Silver never received a fully realized, polished moveset that truly expresses the fun of playing as him.
After thinking about it for a while, here’s my take:
Silver should feel like another Sonic fast, fluid, and aggressive but distinctly his own through telekinesis (TK). He keeps Sonic’s speed and homing attack as a natural foundation, but adds on flying and throwing mechanics. While some of you might worry this makes him less unique, the combination still creates strong uniqueness.
Silver naturally is good at crowd control and adaptability he can switch between melee, projectiles, and evasion. A homing attack fits him perfectly as a hedgehog character literally born fighting as well.
I'm going to be focusing on Sonic Unleashed, Frontiers, and Shadow Generations two buttons: A (Jump) and X (Attack) on Xbox layout (or equivalent).
Attack Button (X)
-Tap X with a target locked: Homing Attack (standard Sonic play).
-Tap X with a target locked further than a homing attack range AND near an object: Automatically throws the closest valid object immediately. The reticle changes shape to signal throwable objects.
-Hold X with target: Grab/Levitate (like 06) You must keep holding the button to maintain the grip.
-Hold X with no target: Automatic “ready” state, Silver prepares to grab the next thing that comes into range (acts as a proactive shield).
Letting go of a grabbed enemy or an item with no target will drop them. If you’re locked onto a target afterwards and release, it auto-throws instantly. This removes the clunky “stun/search → grab → throw” chain from 06 and lets you stay aggressive (and not helpless) while still scanning and utilizing the environment.
Jump Button (A)
-Tap A: Normal jump.
-Hold A: Enter floating/flying state. You can freely steer in all directions with the left stick (full 3D movement). Releasing A makes you drop.
Attacking while flying works exactly like on the ground, you can homing attack, grab, or throw mid-air.
PK Gauge (Telekinesis Meter)
To prevent Silver from feeling too easy or overpowered to give the environment and the enemies a chance, a cost needs to occur, that's what the PK Gauge is for, but in 06 is was very unforgiving, that's why i made some adjustments:
-It only drains while holding buttons (flying or grabbing/levitating).
-Quick throws and homing attacks cost nothing.
-The meter refills naturally when not in use even while airborne.
-Drain rate is contextual:
-Hovering still or flying downward: Very low drain. Flying upward or at high speed: Higher drain.
-Holding powerful (health or damage) enemies: Significantly higher drain.
Surface or wall contact while flying gives you a speed boost (like kicking off walls) and reduces PK drain. This rewards skillful environmental play and momentum chaining
Ring Safety Net: When the PK Gauge hits zero, it doesn’t shut you down immediately. Instead, it starts draining your Rings at a reasonable rate. Only when Rings reach zero do flying and grabbing get forcibly disabled. This encourages ring collection and feels more forgiving than 06’s strict meter.
Normal Momentum & Flow Enhancements
-Releasing the jump button while flying at speed gives you a short momentum glide you keep forward velocity briefly instead of dropping straight down. This creates a recovery window to let the PK meter recharge a bit and to force to lose rings.
-Flying downward benefits from gravity, naturally accelerating you and preserving Sonic-like flow.
-Using enemies as projectiles deals more damage than random objects, rewarding smart targeting.
OVERALL Silver becomes a high-mobility hybrid as fast and combo-oriented as Sonic, but with the vertical freedom and control of a telekinetic character without too much hassle. The hold-to-use mechanics add a light physical “tension” (finger fatigue on long holds) that mirrors the mental focus Silver would need and to adjust to your focus without confusing buttons. The environmental interaction also keeps the gameplay fair by rewarding you with becoming faster
In Conclusion Silver catches the feeling of a telekinetic character without the confusion and issues from 06: clunky controls, punishing meter, and lack of flow. He feels like a true Sonic-style character, fast when played well, but with meaningful trade-offs that reward mastery Instead of slowing the player down. In a perfect world, this Silver would be a blast to play, easily accessible for newcomers, deep for veterans, and perfectly positioned to stand alongside others without ever feeling like a downgrade.
This is basically the fundamentals i thought of, it serves as just the first ground if we're going to add other things like teleport-dashes or psychic knifes..., i'm willing to hear all of your thoughts questions and criticisms about this as well, i'm not a game designer but i like to dive deep into concepts and figure out always to brighten them up a bit