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Sonic xxx progect

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Sonic Xxx Progect Video

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Daily 4th Place June 30, StrawberryClock Dressup 9 by Mechanus. The Latest and Greatest in Strawberryclock-featuring dress-up games.

Autumn Leaves Dress Up by somegirlgames. Dress up this adorable chibi girl in a cozy outfit for the cooler Autumn weather. Floating island by Halindir.

Dress up this unique creature with a nice selection of cool outfits! Jenny's Game by Ric-Olzow. Dress-Up Hentai. For being the first demo of the project, I am so surprised!

I spent nearly two hours playing with each characters because they are so fun to use! I love how Sonic moveset is mixed with the Adventures games and The same with Knuckles but being able to climb walls and spin dash?!

Those "simple" things are the ones I appreciate! And Tails with the bombs from Tails Adventure is quite unique. The controls feel nice either keyboard or a controller, and it is not hard to understand them.

There is a lot of polish and love put in this fangame, and I hope to see the very first level. Awesome job Hero and crew!

Seemingly unable to leave a proper review, but for the moment I do have a good few thoughts on the project; mostly some small things I want to point out, maybe help improve.

I appreciate the ground stomp carrying a small percentage of forward momentum, but perhaps the end act of stomping onto the ground should restrict input, at least for a few frames to keep it balanced and also prevent accidentally slipping off a platform, since as it is you can still move slightly during the recovery.

Perhaps the drop dash should be given a little more of a wind-up? Because as it is, you can repeatedly perform a short hop with 'Action 2' Bounce, in-air and initiating a drop dash as soon as it's activated, able to gain a lot more speed than I'd anticipated with something that seems more like a 'running start' than a way of maintaining high speed on flat terrain.

Or, in a way, this could be treated as a speedrunner's trick? Still, perhaps just enough so the shortest possible hop with a press of the Jump button would be the minimum to get a successful drop dash.

Personally, I don't think attack actions Sonic's sweep kick, Tails' tail swipe, etc. Perhaps they can restrict the player to a percentage of their speed or even better, on a per-character basis, like say Sonic's attack loses more momentum than Tails'?

That is something that '06, as far as I can recall, is lacking, and could be useful for maintaining control if the idea is focusing on attacking enemies since otherwise if you're keeping the speed going, just use the spin dash.

Honestly, these aren't so much problems moreso than it is ideas at balancing the engine. Take the suggestions as you will; because everything else about what you put out there is frankly amazing.

I appreciate Badniks being more aggressive than passive as they've tended to be in recent games; the feeling of smooth, flowful control is something new yet satisfying to grasp and I like the emphasis on maintaining speed.

Extreme Gears, though I don't personally see why they'd be included, do show promise and work very well, and are quite balanced as an alternative play mode.

The additional characters feel polished and fairly balanced between each other, having distinct pros and cons to their styles that can still work in any one environment though, as an Adventure fan, it would be neat to at least have some sort of radar functionality or vibration near the ME prop when using Knux, maybe as an option like the Extreme Gears.

That's it for today! Thanks for listening! I'm absolutely loving it so far. The controls are very responsive and the character handling is very good.

It feels like a combination of the best ideas from the different Sonic games. I'm just wondering if we are able to remap the debug buttons? In the controls menu, there doesn't seem to be a way of doing it.

I'm asking because I currently have certain functions of my computer mapped to the buttons volume control, etc. Kaji Fitzpatrick said:.

I cant seem to fix my playstation 4 controller DS4 how did you do it??? I had been writing this article since September 20, but finished it on the 11th of October - the demo releasing on the last day of SAGE was the last thing I expected.

After being able to play the demo myself, I was glad to share the good word about the game and what it might mean to Sonic in the future.

I've never done this before. How do I actually download and play it? Is there super sonic in this? It's no secret that there are many fans of eroge games who enjoy the furry fetish.

And one of the games that inspired tons of these furry content is the Sonic the Hedgehog series. ProjectX: Love Potion Disaster is a hentai game based on the world and characters of Sonic the Hedgehog , pretty much a fanart game.

If you are part of the furry community, this game could be for you, so let-s talk about it for a moment. Akari work on a secret love potion.

While working on this they accidentally use too much of Akari's pheromone. The secret lab rumbles with the chaos Eggman is bringing to the city, and the project accidentally expels this mutated love potion all over the world.

Our character now has to save the heroes of the world from these weird results and face the world. Even though it's a hentai game based on the sonic universe, the gameplay is actually beat 'em up.

It doesn't play like any Sonic game at all, and the porn scenes are weird in every possible way. The characters aren't great, it's not like Sonicmania where the art is incredible and nice looking.

This game is the definition of a weird title. The story isn't as well written as in games like Legend of Queen Opala.

And the game world isn't really well-developed.

Zeena Riding The D. Rouge the bat GOTM loops. Sonic Porn - Sonic Fucks Sticks. Alexis Adams Behind The Scenes. Lewd daughter-in-law.

The sonaze beginning porn comic sonic. Akari work on a secret love potion. While working on this they accidentally use too much of Akari's pheromone.

The secret lab rumbles with the chaos Eggman is bringing to the city, and the project accidentally expels this mutated love potion all over the world.

Our character now has to save the heroes of the world from these weird results and face the world. Even though it's a hentai game based on the sonic universe, the gameplay is actually beat 'em up.

It doesn't play like any Sonic game at all, and the porn scenes are weird in every possible way. The characters aren't great, it's not like Sonicmania where the art is incredible and nice looking.

This game is the definition of a weird title. The story isn't as well written as in games like Legend of Queen Opala. And the game world isn't really well-developed.

The characters are written similarly to fanfic. ProjectX: Love Potion Disaster is weird in every way. The gameplay is not what one would expect from an eroge game.

It's not even what you'd expect from a sonic game either. And now it's finally here. Sega pretends Sonic is about freedom but restricts him to an on-rail style of play.

You capture the original design philosophy much better. Though I'm not in any position to make such statements, I think you know better than anyone in Sonic Team how Sonic should work in 3D.

I'm glad that you're getting so far. This is what we've been waiting for - as a community. Once we show them how it's done they'll have no choice but to follow suit.

It's ironic - I was planning all week to write an article about this project and suddenly this pops up on my feed. Well, if you don't mind - I've got some writing to do.

Last edited: Oct 5, For being the first demo of the project, I am so surprised! I spent nearly two hours playing with each characters because they are so fun to use!

I love how Sonic moveset is mixed with the Adventures games and The same with Knuckles but being able to climb walls and spin dash?!

Those "simple" things are the ones I appreciate! And Tails with the bombs from Tails Adventure is quite unique. The controls feel nice either keyboard or a controller, and it is not hard to understand them.

There is a lot of polish and love put in this fangame, and I hope to see the very first level. Awesome job Hero and crew!

Seemingly unable to leave a proper review, but for the moment I do have a good few thoughts on the project; mostly some small things I want to point out, maybe help improve.

I appreciate the ground stomp carrying a small percentage of forward momentum, but perhaps the end act of stomping onto the ground should restrict input, at least for a few frames to keep it balanced and also prevent accidentally slipping off a platform, since as it is you can still move slightly during the recovery.

Perhaps the drop dash should be given a little more of a wind-up? Because as it is, you can repeatedly perform a short hop with 'Action 2' Bounce, in-air and initiating a drop dash as soon as it's activated, able to gain a lot more speed than I'd anticipated with something that seems more like a 'running start' than a way of maintaining high speed on flat terrain.

Or, in a way, this could be treated as a speedrunner's trick? Still, perhaps just enough so the shortest possible hop with a press of the Jump button would be the minimum to get a successful drop dash.

Personally, I don't think attack actions Sonic's sweep kick, Tails' tail swipe, etc. Perhaps they can restrict the player to a percentage of their speed or even better, on a per-character basis, like say Sonic's attack loses more momentum than Tails'?

That is something that '06, as far as I can recall, is lacking, and could be useful for maintaining control if the idea is focusing on attacking enemies since otherwise if you're keeping the speed going, just use the spin dash.

Honestly, these aren't so much problems moreso than it is ideas at balancing the engine. Take the suggestions as you will; because everything else about what you put out there is frankly amazing.

I appreciate Badniks being more aggressive than passive as they've tended to be in recent games; the feeling of smooth, flowful control is something new yet satisfying to grasp and I like the emphasis on maintaining speed.

Extreme Gears, though I don't personally see why they'd be included, do show promise and work very well, and are quite balanced as an alternative play mode.

The additional characters feel polished and fairly balanced between each other, having distinct pros and cons to their styles that can still work in any one environment though, as an Adventure fan, it would be neat to at least have some sort of radar functionality or vibration near the ME prop when using Knux, maybe as an option like the Extreme Gears.

That's it for today! Thanks for listening! I'm absolutely loving it so far. The controls are very responsive and the character handling is very good.

It feels like a combination of the best ideas from the different Sonic games.

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