SAGE 2020: SONIC AND THE MAYHEM MASTER
I like this game? I think? Okay, this is a weird one. It’s a fascinating one, but it’s a weird one, and I think I love what it wants to be, but perhaps not what it is right now, but also it’s still pretty great, but it’s really difficult, but–
Okay, deep calming breaths. Let’s start over.
I didn’t catch this game at previous SAGE years, but this might be my most anticipated project since a darling demo by the name Freedom Planet. Sonic and the Mayhem Master is barely a fan game. It claims inspiration from the Storybook series (Secret Rings and Black Knight), but it only manifests insomuch as the main characters happen to be blue and pink hedgehogs, and one of them spins into a ball when he jumps.
The duo of Private Detective Amy and her assistant Sonic respond to a job to repair the computer systems of a robotics company, and are thrown into intrigue and danger after uncovering a robot conspiracy. Sonic acts as your avatar in an overworld swapping between top-down and side-scrolling. The writing’s not bad, but I stumbled through a number of typos. So then why does this game have me borderline hyperventilating?
Because eventually an enemy battle kicks in, and it turns out this is some sort of jacked up Mario & Luigi RPG using mouse and keyboard.
Sonic stands on one side of the battle field, jumping and double-jumping to dodge enemy attacks via the WASD controls. Amy, offscreen, shoots down red projectiles with the mouse crosshair for defense and chip damage. As Sonic dodges enemy fire, bars behind both Sonic and the enemy fill up. When the enemy’s bar fills completely, they overheat, leaving them open to attack. Sonic can then use part or all of his bar to heal, gain a stat boost, or go on the offensive.
While you wait for your opening, the world is constantly throwing obstacles at you. This build doesn’t have a wide variety of enemies, but each have wildly different attack patterns. In one fight, I dodged (and frequently failed to dodge) sparks that spawned behind me, as a robot lightbulb charged massive red blasts. In another, a cannon spewed a steady stream of red bullets, until it fired a glowing bullet that I volleyed back. Boss fights get even crazier, such as a security computer that spews 1s and 0s and demands you solve a pattern to identify which is the right target.
But you don’t have the luxury of learning only one set of patterns. The background itself has hazards, from floors that discharge electricity at regular intervals, to lightning strikes that chase your cursor. It’s a challenge of maintaining focus on multiple parts of the screen and knowing how to react. It’s a big challenge. It’s hard. This is a hard demo. It might be too hard. I’ve seen the Game Over screen quite often. In the whole of my time with it, I failed at git gud, utterly and miserably, and had to debug-skip two bosses just to get far enough to feel comfortable writing this. And even then, I was never able to get past an escape sequence late in the power plant act, just because I was constantly overwhelmed by random encounter enemies. You better be able to pat your head and rub your belly at the same time, and do it on command, and do it accurately, or you’re screwed.
The developer’s in-game commentary suggests this was on-purpose, and perhaps not the final balance for an early stage. I sure hope this is true, or that there will eventually be alternate difficulties.
The aesthetics are really striking compared to what you may expect from a fan game. All the art is original from the developer, and it follows no existing Sonic style. There’s webcomic energy here, mashing steampunk with art deco sci-fi, sort of reminiscent of the Nickelodeon cartoon My Life as a Teenage Robot. The sound effects and music lift from Sonic, Professor Layton, and Ace Attorney, among other games. It’s placeholder, but it still points towards a specific tone.
I feel like the highest praise I can give to a fan game is to say it doesn’t have to be a fan game, that with some modifications, it could escape the shackles of a pre-existing IP, and thrive on its own merits. Sonic and the Mayhem Master has a clear path to achieve that. It’s a unique idea with fun, demanding gameplay, and, occasionally, very polished art.
And now that I’ve built it up, let’s let the air out just a bit. Because I love what this game wants to be. I’m just not sold on what it is right at this moment. The developer admits there are bugs and glitches in this version. I personally experienced a number of crashes, a few times when my character spawned above the floor, and one nerve wracking moment where I got off the beaten path, and I was sincerely concerned my playthrough was unsalvageable. Thankfully, I was able to restart the game, re-navigate some old areas, fight a boss again, and get whatever flag got unflagged to work properly. I’m also inclined to criticize certain parts of the script, the fact that you never really get a firm introduction to the main characters, the sparse flavorless overworld, the lack of variety in what attack actions Sonic can take in battle, and the weird way it’s never explained why his attack is just a series of electrical impulse timing challenges. But I’m willing to chalk these up to work-in-progress, and hope they’re refined and expanded upon in the future.
If you’re playing games from SAGE, you’re probably okay with work-in-progress demos, seeing where development is at, and forgiving broken and incomplete projects. For you, I emphatically recommend checking this game out. The outcome of an ambitious fan projects is unpredictable, but there is a hypothetical future where a great game comes out of this. It needs some work, it fluctuates from rough to impressively polished throughout, but I can’t think of a game I want to look back on in five years and say “Man, I remember when I played that game during SAGE, and look at it now!” more than this one.
You can grab the Sonic and the Mayhem Master 2020 demo on its SFGHQ page, or its GameJolt page.