I’ve been thinking and decided it would be much more logical to split my custom universe into several phases. This approach increases the chances of hitting a successful release and helps avoid massive gaps in overall progress. I’ll try not to push any overambitious promises this time around (though, to be honest, keeping my hype in check isn't exactly my strongest suit).
I'll be honest: the current environment doesn’t always allow me to fully immerse myself in creative work. Plus, the lack of a proper minimum equipment setup and the specific ergonomics of being left-handed add their own share of daily inconveniences.
For now, I’m going to focus on the initial stages:
🔹 Phase Zero: In terms of gameplay, this one will feel like a nearly forgotten Java game from the old keypad phone era. Think of it as a "pilot before the pilot," mixing the vibes of Sonic Advance (Sonic N), Sonic Pocket Adventure, or Sonic 4. The main cast will feature only Soura and the Main Boss (Leuon-San), set across tiny worlds. Mid-level bosses will appear strictly as robots tied to their respective zones. This will be more than enough to showcase the core concept of a "portable Sonic in your pocket" but mixed with Bomberman elements, picture puzzles, and that signature old-school mobile tech aesthetic.
🔹 Between Phase Zero and Phase One: A small spin-off heavily inspired by the rhythm game Pop'n Music, which will serve as a secondary visual style for minor side stories within the franchise. Plot-wise, the heroes embark on a journey across the country, crossing paths with all sorts of guest characters. Elias and Soura will step into the roles of Mimi and Nyami, and the rest of the crew will join shortly after, kicking off the story of the whole team. The mechanics and controls will be simplified - closely mimicking Hello! Pop'n Music (the kind that reminds you of those old arcade cabinets found in arcades). The original Pop'n Music style is definitely getting an overhaul due to its inherent monotony, but I intend to maintain a visual balance reminiscent of classic vector flash animations or old flash ads. There won't be too many opponents, and each will perfectly match their respective location, culture, and music track. You won’t need to be a rhythm game god here: unlike the notoriously brutal difficulty of the original game, the notes will drop predictably and follow a linear progression sequence.
🔹 Phase One: This is where the actual foundation is laid. This phase is designed to be a solid safety net: even if something goes sideways and I can't continue development past this point, the content here will be enough to fully establish and lock down the entire canon. At its core, it will look and feel like a shortened, cut-down, but highly polished port for the Sega Mega Drive. You know, like those classic games developed by Japanese studios under license from popular Western cartoon franchises that turned out drastically different from the versions on other platforms. They weren't built as simple "passion projects," but rather as major commercial products tailored from day one for the global market - hence that solid, seamless quality. The project will be boosted by a powerful frequency-modulated soundtrack (FM synthesis). I’m not a composer myself, but I plan to be involved in tweaking the audio files, making fine adjustments, and directing how to make the sound crisper and more authentic. Right now, I'm weighing the technical options: whether to go with an imitation of mobile Yamaha soundchips, OPL3 emulation, or emulation of the actual Sega hardware (but with an added PCM stream for drums and sound effects). Gameplay-wise, it will balance right between a childhood-style beat 'em up (borrowing elements from The Hyperstone Heist) and a traditional platformer with streamlined controls, meaning it will be smooth and easy to beat programmatically. Players can expect a multi-part narrative and several stages nodding to classic old-school titles. I've planned 5 mid-bosses (each tied to their own specific zone) and 1 full-fledged final boss—their names and placement in the script will be revealed later. Even though the scope is intentionally scaled down, everything inside is vibrant, neatly packed, and reliably built.