Fan Game Sonic Quest (Demos Available)

SoniKast

The guy that never finishes his fangames.. or not
Aug 29, 2017
17
19
133
17
France
Hello!

Sonic Quest is a classic Sonic fangame where Sonic and Tails have to stop Dr. Robotnik from destroying the planet with his brand new machine, the Steampunk Egg!​
Story:
The game takes place on Emerald Island, which is a convex island, hidden underneath Angel Island. Legends say that the Island is the origin of the Echidna Tribe, the Master Emerald and the Chaos Emeralds; it also possesses other powerful gems. Robotnik detects an energy source from this Island and obtains the Discord Stone and harnesses its power into his newest machine: The Steampunk Egg. Sonic and Tails catch wind of his plans and decide to go and stop his nefarious plans before he gets a chance to destroy the whole planet!
Zones:
The game will have six zones with 2 acts:
Riverside Valley Zone (100% Done)
Petal Park Zone (100% Done)
Chaotic Casino Zone (65% Done)
Frantic Forest Zone (65% Done)
Wild Waterworks Zone (25% Done)
Egg Gauntlet Zone (technically everything is done, i just need to get all the bosses done and implement the layouts.)
Steampunk Egg (Art is done)



Credits:
DarkVampireDee, WizToad, KeatonThFox and MrLevRocks for Riverside Valley Zone.
MrLevRocks, WizToad, Overbound (background) and Dolphman for Petal Park Zone.
WizToad and Dolphman for helping with various other sprites and Chaotic Casino Zone.
DerZocker for the base for Wild Waterworks
Deno for helping with some of Sonic's sprites and Anne for some of Sonic's sprites.
Badniks mostly by Dolphman.
DanielMania for Titlecard Font.
Pvic, John-Kun and Aleks for some coding help.
I believe that's it so far, if I forgot to credit anyone, please tell me!

Downloads:
All the game's releases are on here:
https://sonikast.github.io/download.html
(Warning: If you do play the second demo, watch out for Chaotic Casino, there is a badnik that crashes the game.)
I will also try my best to make updates as often as possible.
PS: You can use F4 to change resolution in both the old and new versions.

(Btw, if you're stuck in any zone, just leave with the pause menu.)
(PS: press up up down down left right left right action at the titlescreen)
 
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SoniKast

The guy that never finishes his fangames.. or not
Aug 29, 2017
17
19
133
17
France
Alright, I haven't made an update in a while, soo...
Here's what we've done since last time:
Sunshine Valley Updates:
New Decorations:

"New" Badniks:

Act 1 has been fixed up by Wiz recently.
Bonus Stage Updates:
[

They're a lot less broken now and you can actually get out of them without dying, but they don't bring you back to the checkpoint, like with the special stages.
Special Stage Update:
Extremely buggy at the moment, can't seem to find the source of the problem though
Pinball Panic got an update (Background is placeholder):
And for stuff I can't really show, well GGZ Act 1 is finished and I've started working on GGZ act 2 and it's boss.
So yeah, I think that's about it for now.
PS: Due to SAGE's convenient date of September 12/27th (don't want to send a video for the trailer and for it to not make it to the actual event) and me coming back to school on September 2nd, I probably won't make it. And I dont think I want to rush my fangame, y'know?
 
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Coderman64

Sound Test
Oct 2, 2019
20
8
18
coderman64.github.io
Hey there!

Just played through the last demo, really nice!

Just

The good:
- The first stage looks pretty slick! I like the bright and vibrant colors.
- Nice and responsive controls. The drop dash is particularly nice.
- smooth 60fps on my machine!

Nitpicks:
- looks like it launches in something like 240x320 resolution. Not bad, but I'd rather not play the game with windows magnifier on. Any plans for upscaling?
- whenever you're hit, it looks like your rings fly down into the ground rather than up in the air, resulting in them scattering horizontally. It makes them harder to pick up, as well as looks a bit funny. Maybe start them out with more upward vertical velocity in the middle?
- It'd be nice to get about 3 rings between the last checkpoint in the boss. I know the boss is not difficult, but for an early stage, it is kinda expected.
- The boss has little buildup. In classic games, you'd have a bit of a slow boss reveal and, while it is annoying if you keep having to go through it again and again, it feels weird not having it.

Overall, great so far! I especially like the buttery smooth framerate. Keep it up!
 
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SoniKast

The guy that never finishes his fangames.. or not
Aug 29, 2017
17
19
133
17
France
Hey there!

Just played through the last demo, really nice!

Just

The good:
- The first stage looks pretty slick! I like the bright and vibrant colors.
- Nice and responsive controls. The drop dash is particularly nice.
- smooth 60fps on my machine!

Nitpicks:
- looks like it launches in something like 240x320 resolution. Not bad, but I'd rather not play the game with windows magnifier on. Any plans for upscaling?
- whenever you're hit, it looks like your rings fly down into the ground rather than up in the air, resulting in them scattering horizontally. It makes them harder to pick up, as well as looks a bit funny. Maybe start them out with more upward vertical velocity in the middle?
- It'd be nice to get about 3 rings between the last checkpoint in the boss. I know the boss is not difficult, but for an early stage, it is kinda expected.
- The boss has little buildup. In classic games, you'd have a bit of a slow boss reveal and, while it is annoying if you keep having to go through it again and again, it feels weird not having it.

Overall, great so far! I especially like the buttery smooth framerate. Keep it up!
Hey!
Thanks for the feedback! I really appreciate it.
About the nitpicks:
- You can use F4 to resize the screen window.
- The ring scatter has been changed in the new engine i'm using.
- Just today while testing I just realized I didn't really add any rings before the boss, so i just fixed that. ^^'
- I wasn't sure how to code that so I kinda just made him come out of the warp ring, heh

Anyways, onto the update:
So, as i've said earlier, i've moved to a new engine which hopefully should be a lot more solid than GMate. (and also the FPS should actually be consistent for everyone)
I've ported everything over (along with the bonus stages). Now i'm focusing on fixing the bonus stages, finishing the special stages and finishing Zone 2. I got a few screenshots here:
4146 4145 4147 4148
That's about all I have that's "new" so far. Also, the Time Attack and Data Select menus will too be updated to match the new menu style. I'll also add a Sonic 1 style level select code to the titlescreen, so stay tuned!
Edit: Continues actually work now, and soon enough you'll be able to choose characters like in S3&K (Sonic & Tails, Sonic, Tails and Knuckles).
 
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SoniKast

The guy that never finishes his fangames.. or not
Aug 29, 2017
17
19
133
17
France
Well there have been no updates for a while now, so i've come here just to say this:
I've uploaded a new demo of the game. This is the last demo before I release the final game, which should approximately come out in two months. Stay tuned!
New download link: https://sonikast.github.io/download.html
I've also made a website for the game! It looks terrible but it's a start.
Before I go:
What engine are you using
I'm using the S8E engine.
 
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