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I played through the demo, here is what I found:

  • Ground pounding on yellow blocks causes some form of endlag until the character gets back up.
  • The game can be paused during the animation for getting a star.
  • Going into a door and then immediately going through the next door has the character walk through a close door.
  • The ground pound should work more like Sonic Colors which removes the horizontal momentum to land on a specific spot.
  • The ramp pictured below is a softlock after clipping into it which is pictured below.
  • Sonic fans like to glaze Dream Team as this game with open-ended Sonic levels and indies should look through that now that it has 2 recomp projects.

Thank you for playing my game!
1) Oh? I'll have to look at that.
2) Does pausing during a "Goal Get" animation cause an issue?
3) I know. I'm working on it. Sorry
4) It does remove a certain amount of Horizontal momentum (15% of it) and if you hold in the jump button upon landing, you bounce back up, but if you don't, you land on your butt. I'll see if I can manage to get a good balance.
5) The collision in my game has been a struggle from day 1. I apologize. Thank you for noting that, I'll try to tighten it up.
6) You're not the first person to suggest getting inspiration from Dream Team. When making my second original level, I'll look toward that game for inspiration.

There is no issue for pausing during a Goal Get since I am able to unpause and resume the game as normal. That said, the pause button should be disabled so that people can't return to the spawn while they're in the animation.

I see. I'll disable pausing while in cutscene mode. Thank you!