Sonic Racers review: apple arcade's "What could have been"

Hey guys, just wanted to try my hand at reviewing games since i've been playing a lot more in between making games. I call it "studying" haha.

I'll try to keep it short, succinct and easy to read. Sonic riders on apple arcade is a game that has so much potential to be something great, and yet falls short in such a dumb way.

TLDR. The game is centered around racing. So far that is coherent and fun. Controls feel good, and tracks look quite decent. HOWEVER! the modes/game meta are so counter intuitive and counter productive that they make me close the game.

Controls: The game feels very good. its set up as a team racer of 3 vs 3, where you have two bots and so does your opponent. As a dev, i see this as the opportunity for sega to artificially inflate the track with other players all while lowering server costs. Especially when you know that your teammate's placement in the race has no impact on the final result: my teammates regularly get 1st, and 2nd, but lets say i get 4th and my opponent gets 3rd, they win the race. You should see your teammates as extensions for item usage/hybridizing your own gameplay. They offer perks to you while you race.

Different characters have very different playstyles and the roster of characters is quite rich! it includes hoverboards (the reason i got the game was to test them), and cars. all of these are customizable in the garage (HUGE FREAKING CAVEAT LATER THOUGH!!!!!)

Gameplay: I think this is where the game falls flat. controls are fun, but youre essentially relegated to only two modes and they are super light. You have "race" and "time trial" which from the day i got the game (3-4 days ago?) has had only one map I can run through!!! This is insane! I'm pretty hard headed and will do the same time trial hundreds of times but at this point, I genuinely feel bad for anyone who wants to try another map?! And for the racing you don't choose your map.

On top of this customization/unlocks are gated not behind iaps, not behind a meta of buying with in game coins, but by community events, and many of them are community wide dependent! ***So you don't unlock Shadow the hedgehog on a hoverboard, the whole community has to work for it?!*** While i think its a great idea in concept, its really poorly executed. Its a month long challenge currently to wait and see if we will unlock Jet the rider. And i'm severely dependent on other players.
I can't even unlock car parts because as of day one i have been at 25 red coins (the currency for car parts) and can't for the life of me figure out how to unlock them. So i'm stuck playing with the same roster of characters doing the same time trial, and the same maps non stop. The only thing i have been progressing is the "wisp" system which for whatever reason they are super generous with. I just feel like i've run out of things to do. and that's just not good. especially in a racing game.

GAMEPLAY PLUS: This is my developer's alarm ringing. I have a theory. Given that it has a pvp and i've yet to not find a game, I think you are never racing in real time, unless its a match with friends (haven't tried that). My theory is that they store everyone's ghost runs per track. since you do so many runs of the same track, they take your average run time, and match you with someone of the same "level". During the race, you're racing their ghost, and items are essentially time penalties on their ghosts. you can hit their ghost with a rocket, and they are delayed in place for 1 second for example. This doesn't require any real time physics and is much less demanding server wise. Plus all my matchmaking times have been essentially identical: 5-10 seconds no matter the time of day or night. never experienced lag.

Overall: it's a game that has so much potential to be great if they fleshed out everything that isn't a racetrack. Right now I've run out of things to do and i'm on day 4 i think. I want to play more but other than the two modes, there is nothing to do, and i can't seem to increase how much currency i have to buy things in the shop! so i'm just at a stalemate with the game.

Because of that 6/10. Can't play a game that doesnt want you to play it.

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u/ilikemyname21 — 11 days ago

Do any of you guys play any games on apple vision? Genuinely curious how games transfer over.

I’m wondering how mobile gaming works on apple vision and if it’s ever an added value to the experience.

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u/ilikemyname21 — 11 days ago

Dumb question: can I use a previous games assets in a new game if they serve as an ad(?) for my old game

I was thinking of using old assets my artist made on billboards in my new game since it’s a synthwave/cyberpunk skating vibe and I don’t have a huge budget for visual assets. I wanted to make billboards with characters from my old game(s) on the billboards.
Would it count as an ad?
Would platforms like steam penalize me for doing this?

To be honest I don’t expect them to work as ads, but some of the assets are really beautiful and I feel like it would be dumb to not use them.

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u/ilikemyname21 — 15 days ago

What games have incredibly simple mechanics yet astounding depth within the action/adventure/shooter/real time genres? I'm trying to understand game design better.

Hey everyone.
I'm trying to study what constitutes good game design. i've been looking into how to simplify fun to it's core elements. I was curious if there are any simple games that don't have a plethora of buttons/mechanics yet feel like they are quite deep in terms on gameplay.

I'm not looking for games like chess/go/slaythespire etc. I really want something simple like platformers, shooters that manage to keep the player interested despite extremely simple controls. Preferably something played in real time.

I'm also curious if these games can exist without too much meta progression which artificially slows down progress to lead to more complexity (not saying it's a bad thing, i'm just avoiding those as they aren't truly "simple" mechanics)

One example that approaches this was the original "tribes" games, where there were essentially two mechanics: ski and shoot. Map design and mastery became the true determinant of talent.
Rocket league might be the best example of this: No real difference in gameplay between the cars (or very little) and everyone plays the same thing: drive and hit a ball.

Any other recommendations that i can study? and why do you recommend them?

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u/ilikemyname21 — 1 month ago

Why are forests such a difficult biome to reproduce well in game dev? Do you have good forest references?

I’ve been thinking about how I rarely ever feel like we get accurate forest biomes in gaming. I’ve seen beautiful beaches and fields, but few forests feel dense and dangerous the same way that a forest/dense jungle make you feel scared about getting lost in.

Is it a lighting issue/generating enough density with the trees? I think the koroko forest in breath of the wild and certain forests in Ark are the only times where I truly felt like I was in an actual forest.

I would love for some references to point me in the right direction!
Thank you

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u/ilikemyname21 — 2 months ago

I have a lot of footage of my game and id love to share it with you for your channels

Hope this doesn’t break any rules, but I don’t think it does.

I’m currently working on a synthwave hoverboarding game with different backdrops (space/ city/ over an ocean with thunder/ night sky/ Japanese cyberpunk themed city). I think it looks quite pretty. If any of the faceless channels want gameplay footage, I have hours of it and idk what to do with it. I’d love to share it with you if you guys would want it. It’s mostly just me surfing around space and doing tricks.

I know a lot of content creators use Minecraft/ subway surfers footage and I think it could help your channel stand out a bit. Let me know if this could interest you!

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u/ilikemyname21 — 3 months ago

Any good modern takes on classics you recommend?

Balatro is a phenomenal example but do you have more recommendations? Things like Tetris alternatives, Pac-Man etc

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u/ilikemyname21 — 4 months ago
▲ 11 r/gamedev

Are there any good resources on developing game economies?

Looking for any useful resources on developing in game economies! Both internally, and also when players buy things such as cosmetics, characters, etc. any advice appreciated!
Thank you.

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u/ilikemyname21 — 4 months ago

How do games like f zero design their race tracks?

Hey guys, i just wanted a little bit of insight if any of you guys have made racing games as to how to determine what makes a track interesing? i've been playing around with a modular system but it feels very random? Is there a way to organize one's structure?

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u/ilikemyname21 — 4 months ago
▲ 182 r/godot+1 crossposts

I liked the movement of a project I’m working on. Decided to make a little relaxing thing for myself on the side. I can share it with you guys if you want to just surf around through space.

I’m working on a risk of rain 2 action type game. I really liked how the movement felt. I also wanted to make something that felt like jet set radio future felt for me: just fun movement.
I’m still prototyping but let me know if you guys would want a copy!
Might add obstacles
Speed passes and flesh out the tricks a bit.

u/ilikemyname21 — 4 months ago

Question for the more casual gamers: do you prefer body part cosmetics or full body?

If you’re playing a game that’s meant to be very casual, ie no real social interaction, do you care about cosmetics? Do you rather have body part customization or just one full set?

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u/ilikemyname21 — 4 months ago

What genres do you think need a resurgence on mobile?

I asked a few days about Jsrf clones on iOS and got very little viable similar games.
Movement games are such a great fit for touch controls. What genres do you also think need a boost in iOS/mobile?

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u/ilikemyname21 — 4 months ago

I’ve been looking but can’t find anything: any games that have the same “feel” as jet set radio future?

Basically any game where the majority of the fun is traversal. Doesn’t have to be rollerblading, but I really want something where I feel fast, weighty and also able to do crazy traversal things like get massive air.

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u/ilikemyname21 — 4 months ago

Noob question: Am I wrong to believe that aso at the indie level isn’t the best allocation of time versus direct outreach?

In a world where companies spend millions a year for optimisation, I feel like my best return has always been just telling people about my projects.
I’m also terrible at aso. Is it a very valuable skill to invest time into as an individual for indie projects?

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u/ilikemyname21 — 4 months ago

[paid] looking for 3d artists to help me make low poly characters

I’m making an action platforming game. I need help with making the characters.

I don’t have a huge budget sadly, but I do have a recurring one. If the partnership works, I will most likely hire you multiple times over the next few months. I want to keep the characters as simple as possible to not be too demanding on mobile phones.

Please include your portfolio in the comments.

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u/ilikemyname21 — 4 months ago
▲ 47 r/godot

My favorite thing to answer when people ask me what are you programming it in is “Godot”

There’s just something so gratifying about saying it and hearing their surprise. Especially when they say unity first.

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u/ilikemyname21 — 4 months ago

Silly question but what iPhone are you guys using to game and what game do you play often on it?

Just trying to gauge what devices people use to run their games and the level of game they’re running on their devices.

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u/ilikemyname21 — 4 months ago

[DEV] I’m prototyping a new game. Visuals aren’t ready at all, but just wanted to know if people would wanna help me balance it down the road!

Hey guys! I’ve been craving an action boss hunting type game for a while with in-run modifiers.

I’ve had the idea for a bit now and got to it. All the assets are currently temporary.

Currently we have five playable characters (names tbd)
Gleap: does massive leaps for more vertical players.
Grapple: has a grappling hook to attach to platforms (and bosses 🤫)
Dash: has a teleport forward like a ninja
Phase: for the deceptive players who like to leave clones behind them while striking from the shadows.
And jetpack my personal fave: rain hell from the skies haha.

It’ll have a deckbuilding element where cards are unlockable and give modifiers ( you can feel free to break the game haha) such as extra jumps, running speed, deal vampiric damage which heals you etc.

But also weapon cards (they auto attack at certain rates to help you deal with waves of mobs)

If you guys have ideas on what could be added or wanna help out with the production let me know.

u/ilikemyname21 — 4 months ago

How many of you actually use controllers ? I'm curious how much easier it makes games for you and if i should add a difficulty triggered by controller in my game.

Hey guys, i'm making an action platformer and i'm worried that controller users might find the game way too easy since i've been playtesting with touch screens. Do controllers really help that much? Should i add a trigger to make it more difficult if they have a controller?

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u/ilikemyname21 — 4 months ago