The boss fights in this game are one of the best I've had in a 2D platfroming game, there are a lot of strategy involved in them and in return is makes for a fun experience. These differences actually helped the developers make more varied and complex enemies to deal with than Sonic and better yet, more compelling boss fights. This makes Freedom Planet a tad more action oriented that Sonic but it doesn't detract from the excellent platforming in any way. And the second difference is that you have a lot more moves you can use to kill enemies and there is a power meter that you'll drain if you used certain attack moves, you can even have a more powerful charging attack that drains the entire meter. The first is it does have an actual health bar instead of just losing the rings. What makes this game different from Sonic the Hedgehog is two major things. Though the game also is riddled with great platforming challenges that hit this sweet middle ground where it's not overly challenging but not a cake-walk either,it has a difficulty curve that you have to ascend in order to master this game. “So from the first game, you guys made the transition from Multimedia Fusion to Unity.The gameplay of Freedom Planet heavily borrows from Sonic the Hedgehog, and but that I mean it's a platform game where you can go incredibly fast in one direction. Did you run into any difficulties with that? Has it been easier that MF or a bit of an adjustment? What exactly do you feel makes Unity better than Multimedia Fusion?” Strife : There was definitely some heavy adjustments on my end. I’ve been working with Clickteam tools for over 17 years (I started when I was 11) and I’ve completely gotten used to its quirks and the way it does things under the hood. I felt pretty lost when I started working with the new engine in Unity. Fortunately my experience with general code syntax from college, as well as some guidance from Christian (he even rearranged the default Unity to layout to better resemble Multimedia Fusion), I was surprised how quickly I got used to it, and I really appreciate the edge it has over MMF2 in almost every way but especially with performance and object handling, two of the biggest issues I struggled with in FP1. While there are some things in Unity that required painful workarounds when they were a snap in MMF2 (like pixel perfect rendering), I don’t regret making the switch at all. “It’s been revealed that Freedom Planet 2 is going to feature hubworlds! What can fans expect those to be like?” Strife: Hub areas are something I actually wanted to do in the first game, but I quickly realized it would be too ambitious and that there wasn’t enough side content in the game to justify their existence. ![]() With the introduction of collectible items and powerups in FP2 and the increased focus on world building, I feel that hubs are now something we can work with in a meaningful way. Our current plan is to include four major hub areas in each of the four main cities. ![]() ![]() They’ll contain a lot of the optional story stuff that players are free to access or skip depending on their preference, and they also present opportunities to collect and buy new items. I would expect something like Shovel Knight or Shantae in terms of complexity. One of the things I’m most excited about is the fact that our character designer Tyson Tan has created over 100 unique NPCs for the hubs. He wanted to avoid the use of clones to expand the NPC population, and while it’s definitely going to take a while to animate every NPC, I think the results will be worth it. The few NPCs that we’ve publicly revealed have gained a surprising fan following (especially Maria Notte, a bat news reporter with realistic arm wings). Strife : The story elements of the first game were the most polarizing part. Those who criticized the cutscenes felt that they were too long and dragged the game down. I understand the sentiment, especially since RPG styled cutscenes aren’t something that is expected in a 2D platformer, but rather than get rid of them entirely, I would like to think that there’s a right way to handle it and we just haven’t found the sweet spot yet.
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