Reviews from

in the past


A charming though uneven experience that captures a lot of the feel of the original Sonic titles and creates some genuinely exciting snapshots of gameplay. It's a little too faithful to the old style for my taste, however, particularly in its level design and use of screen real estate.

I did have some preconceptions about the game going in, but much to my suprise the opening monologue from our titular hero managed an impressive feat for the indie mascot platformer and it actually made me interested in the character and setting. Not in some deep or emotional way, but in a, "Ah, okay, this was made by someone real who cares about this and is having a lot of fun."

And by extension, it made we want to dig right in even if I'm frankly not the biggest fan of 2D Sonic games and picked it up out of a sense of curiosity after one friend's journey with the series.

The art style was also a bit of an unexpected hit. I'm not one to be nostalgic for the 8/16-bit era platformers that aren't called "Super Mario World" so it didn't hit immediately, but quite a few of the zones, backdrops, and sprites are quite well done and look great in motion. I'm also particularly fond of the animated cutscenes. While Pizza Tower is the newer release, I can't help but compare because the animation style is very clearly of a "cheap digital paint tool" style, but they also feel like the person making them has used that tool for a while.

It's a bit unfortunate to me, then, that this was not the title to convince that I'll ever be a big fan of how Sonic-style Platformers play. There were a few levels in the mid to late part of the game where I felt like I was starting to get it and it made a decent enough flow. Otherwise, some of my lingering issues with the genre were present here—and they certainly weren't helped by a handful of sections that used some naturally frustrating platforming tropes without the finesse to make it work.

For one, I'll never understand how a game designed around speed and flow does everything it can to make a player trip and stumble on their first playthrough. There's a physical limit to what a human can react to, and for visuals it's around 0.2 seconds.

To put it another way: if an unexpected object crosses the screen in 1 second, it will be 1/5th of the way across the screen before your brain registers its existence. The brain then has to decide the correct response. Now throw in a small multiple sources of surprise and potential conflicting response options, and the time needed to actually engage with the controls, and a half to full second to respond becomes likely.

Of course, people who play a lot of 2D platformers can short circuit most of the decision making with their reflexes and heuristics, but even then: if your player sprite is 1/6-1/5th from their edge of the screen, and the object is moving faster than than 1-screen-width-per-second, then that decision making time starts to evaporate quickly. And so playing the game well becomes impossible without trial and error.

Which you won't do, because the punishment for blunders is not severe enough to make you run it again and try to be better. You will just keep blundering along.

I should reiterate that this is a problem I have with a lot of retro sidescrollers. So don't take that as a slight against Spark alone. If you enjoy 2D sonic, you will have little issue here. I just think these games would be objectively better if they zoomed the visible space out a bit, ran at a minimum of 90fps, and had a bit more responsive camera look-ahead (it's never cool when your sprite sits at the bottom of the screen when you have to fall).

Sparks only sin here is emulating its heroes too closely.

Oh, and the time-gated platform sections. I will never like those.

The last thing I think I feel compelled to mention is the swappable, kirby-esque powers. I thought a lot of them were pretty fun, but unfortunately some of them were too fun and holding onto those ones when you're stumbling around is difficult. There was a sword that came with an acceleration buff and a wind hat that gave a passive double jump and float and had an ability that let you rocket yourself in any of the four cardinal directions.

Those two combined made the levels fluid and fun to the point where the game felt sluggish as soon as they were gone (after a good 6 stages with them).

In any case, the game is good, but it sits comfortably in its niche and isn't looking to move out aside from dipping its toes into its next door neighbor's pool. If you find the original Sonic games fun, this will be too. It's not my favorite cup of tea, but I hear the third game of the series is like Sonic Adventure, so I will be returning for that.

I'm actually quite shocked that Spark the electric Jester isn't as popular as I think it should be.

To be straight up, this is literally a sonic game with kirby elements. It's shameless, but it does it really well. If you're a fan of 2D Sonic this is a must play.

The sprites and backgrounds are beautiful, the gameplay is tight and fun, the music is amazing. This such a well made game I really did not expect this for a dev that didn't much of a track record.

The story and writing are bit strange, but honestly for a 2D platformer you can just skip the cutscenes and enjoy the gameplay.

I highly recommend this if you are fan of 2D platformers in general.

bought all three of the spark games after seeing some gameplay of 3. i wasn't expecting much out of this first game bur it really surprised me and i ended up loving it. the games feels like a mix between kirby and 2d sonic games and the 2 styles blend together really well. pretty much all of sparks power ups feel pretty fun to use and i was constantly swapping them out and giving them all a fair shake. the levels are also pretty well designed and feel fun to speed through. while short it was a really solid time and i was really happy to have played it

Pretty cool game. The wind powerup is useful to the point where I question why it's not part of your base moveset but pretty cool game.


Spark is cool and I do have a lot of respect towards the creator for being capable of a game this magnitude mixing Sonic and Megaman X. Whatever I say after this, it doesn't take away the fact that this is really dope.

But it struggles a lot with its level design.

The stages have a lot of space to accommodate for the different mobility options of each Spark power, but that makes it way less cohesive and it just doesn't take advantage of any power in particular. As a result, there's a severe lack of individual moments, memorable spots, or defining characteristics to most stages. You add in the fact that each stage can be incredibly long and reiterates the same design beats over and over again... and you get a game that becomes stale very quickly despite having so much rad stuff in its mechanics, style and soundtrack.

I see the ingredients for something excellent but it's half-baked in what makes everything come together. Still, I'm glad I played it. Let's see how the (sudden) jump to 3D goes.

Similarly to how I feel about Freedom Planet, this satisfies my craving for fast-paced 2D platformers that feels reminiscent of games like Rocket Knight Adventures and the Dimps Sonic Games. The power ups/weapons and how they're integrated into the level design is probably what reeled me in the most and made me enjoy the game as much as I did. Just like Freedom Planet, the story isn't much either, but both can be enjoyed without paying much attention to the story anyways so I don't find it as a dealbreaker.

I've seen people make comparisons to Sonic and Kirby, though I feel more of a Mega Man X/ZX vibe from it. Though quick comparisons aside, really cool game. Fun and fast-paced action with great music is my cup of tea. Every power-up is fun to use, I haven't used one that I dislike. I hope LakeFepard considers getting the series a side 2D game in the future, cause I think this one had something special.

Spark's Story Cleared on September 20th
Fark's Story Cleared on September 22nd
Spark's Challenge Cleared on October 2nd

Spark The Electric Jester is a game made by Sonic fan creators that brought you Sonic Before and After the Sequel, and as you'd imagine is based on the 2D games while taking aspects from Kirby and Mega Man X to give it its own identity. Obviously Sonic inspired games are nothing new since three years prior we have Freedom Planet which is an amazing game that I think blows every 2D Sonic game out of the water. Right off my review score, you can see that I don't really like it as much, and going into the game, I wasn't expecting it to be on the same level. But I wasn't expecting it to be a bad game either, and in its own way, is an amazing game with only a few minor gripes.

Being based on Sonic, you are able to move fast and jump. But unlike other Sonic games where you attack by bouncing on them or spin-dashing into them, you actually have a dedicated attack button to damage foes in your way and the attacks you are able to pull are dependent on the power-ups you have and there are 10 in the game. You could hold up to 2 at a time and you can find them across the levels, and you have a dedicated button for switching between the two power ups, and not only do they have different kind of attacks, but also mobility and "charge" attacks as well.

In your base form, you have the ability to dash and charge up your attack for a powerful blast, but when you attack enough, you fill up a meter which allows you to fire an even bigger charge attack. When you have power-ups, however, some of these interactions change entirely and I'll review every one of these power-ups to give you an idea.

Bat is a power you come across  early on which is basically the same as your base form as you keep the same charge attack and mobility, but you gain a tremendous physical attack boost and is arguably considered the best power-up for dealing with bosses because the attack power is just that high. However, being more close to your base form, the mobility is one of the weakest in the game.

Wind is a very mobile power and another you can get early on. It gives you an Air Dash which is actually considered very useful in some situations because not only does the dash give you a means to close the gap, it also acts as a parry as well if you are able to time it, so being able to parry even in the air is actually really good. Plus, you get a triple jump, a float that drastically lowers your fall speed and increases air time, and a charge that seems like it does nothing unless you have the meter charged, but if you shoot it backwards, it propels you forward quite a distance.

Gravity is a power that you are most likely going to miss on your first playthrough like I did, but I did get a chance to use it through Wishes Mode (more on that later) and it gives you the ability to float in the air indefinitely and allow you to control the direction of flight too. This could lead to some wacky evasion antics for bosses, but it is balanced by the fact that repeatedly attacking causes it to tire out and just become unable to attack for a couple of seconds.

Board is a power that gives Spark a board to ride on and it will become very clear on the 2nd act of the 3rd level which is designed with the power-up in mind. You just go really fast and upon going fast for long enough, you can achieve speed break which damages foes along the way. You can also attack which spins you around, and if used in the air can give you air-time which might come in handy. Despite only a few levels being designed with this power-up, you can still actually use it as long as you have it in any level in the game.

Sword gives Spark a sword which despite it seeming as such, is less of a melee power-up and more of a ranged one as your attacks swing a cut projectile at the foe, and you can create blue balls that can be swung at the foe. Your charge-up is not an attack, but instead a mobility boost that improves both your speed and jump for a couple of seconds. On top of that, the time window in which you are able to dodge attacks with your dash increases meaning you get an easier time to avoid attacks.

Cool gives Spark ice powers which has some impressive damage potential if you are able to get off a spin and its charge-up can also deal a great amount of damage too. The physics does seem to change to be slippery, but not to the point of being unbearable. You can also walk on water and create a platform while in the air.

Fire gives Spark fire powers which gives him some fire attacks including a Fireball Dash (plus you can air dash as well), Flame Breath, and while he doesn't have any charge-up attacks here, every 3 standard attacks allow for his up or down attacks to unleash blue flames which deals increased damage. But if you manage to keep this ability when you get to the one lava level in the game, make sure you do not lose it because it gives you an immunity to lava and hot waters.

Edgy makes Spark more angtsy in appearance donning a black and red color schematic which I respect because it just embraces the edge which includes giving it a kunai to throw at enemies and when the meter is fully charged, it can unleash a red blast of energy based on Chaos Blast. It's also ironically one of the best abilities in the game because you get a double jump, an air dash, and the ability to walk on walls. It's also not too bad with its damage output either.

Hammer grants Spark a hammer which deals a good amount of damage, but compared to Bat does have the advantage of giving a small double jump and the ability to hurl projectiles by slamming the ground and calling upon rocks which he could swing at the foes although it takes good timing to get the direction you want.

Archer is the true ranged power-up which grants a bow that can fire projectiles although each shot has a short cooldown which means you can't just fire it rapidly... unless if you charged up the meter, ready a charge attack, and only then can you fire repeatedly. The damage isn't the strongest, but it does allow you to chip away foes from a safe distance and the charge attack can allow a few shots to fire explosive arrows.

Magical is a power-up that gives a star wand which acts as a mix of ranged and mobile as you gain an air dash. The damage isn't that amazing, though, but if you are able to get the meter to max, you can unleash a starfall which can good AoE damage. You can also fire downwards repeatedly to increase air time. You can also do this with Archer, but with the unlimited ammo, it is much more reliable.

Knight is a power-up that gives Spark an armor and a spear, and on the surface it might seem pretty standard as far as powers go as you deal melee damage, but it's biggest strength is that it gives a shield which is pretty much a free hit point that can be regenerated every couple of seconds. In harder difficulties when you have Wishes Mode enabled, you might get some value out of it.

Mage is a power-up that gives Spark probably the coolest charge up move in the game and the damage it deals is quite good, but as a whole, it feels remarkably underdeveloped as it does not have any mobility benefits or even an up or down attack which makes it quite possibly the worst power-up in the game. It's not to say "avoid it at all costs" as you can still get good value out of it if you end up with it, but that's because the game is easy at least on standard difficulty.

There's one more power-up you can get, but that's at the end of the game, and in Wishes Mode, you can't even use it until after you've completed every mode in the game. I'm talking about Super Spark which gives a triple jump and an air dash, but also gives you and a spin attack that you can cast as many times as you desire. It's actually not that fantastic in the grand scheme of things, but it does look pretty cool when using it in the final boss.

Bur once you get the final boss down, there is another mode you can do which is playing as Fark which is Spark's robot doppelganger that replaced his job. Just a bit of a note on the story, there isn't much that goes on in it, so if Freedom Planet's story putted you off, then you might consider this a good thing. That aside, the dialogue is quite absurd and believe it or not, the dialogue was actually reworked in patch 1.5 which admittedly sounds really bizarre, but from what I'm told is because they had a new direction in mind for Spark 2 and I guess they didn't really like how Spark was portrayed in 1.0 as he was seen as more brash and arrogant while 1.5 portrays him as kind of a doofus. Also, the entire reason for his journey in the first place is just because he got fired and wants him job back which feels less traditional compared to a character like Sonic or Lilac who fights to save the world, but for a game with a less serious tone, I think the motivation works just fine.

As for Fark, he is the robot that replaced his job and in 1.0, Spark was pretty damn salty about it to the point where taking him down was his main objective. In 1.5, he doesn't take Fark as seriously and is more concerned about the robot takeover in general. But what does Fark even do?

Fark is unable to use any power-ups, but he does have some of the advantages that some Spark abilities have. He can double jump, air dash, and walk on walls like what Edgy Spark can do. He can fire 3 standard attacks and unleash a stronger up or down attack like what Fire Spark can do. Instead of a power-up switch, he can parry attacks which is much easier to pull off than dash dodge and also fills up a meter which at 50% can activate to grant not only super speed like Sword Spark, but grants invincibility and a burst of healing which is balanced by the fact he only has 4 health compared to Spark having 7. However, if you keep the meter at 100%, Fark becomes Super Fark which grants him a larger attack range although not much else to it. Fark's levels are also made harder as you get new bosses to fight and even an exclusive final boss... well, perhaps not so exclusive when you are able to experience everything that Fark goes through with Spark's Challenge.

Spark's Challenge is Fark's Story, but with Spark instead. The game warns you in the beginning that Dash Dodge is mandatory to win because Fark's stages were built with his Parry in mind which Spark does not have. Oh and if you somehow have the nuts to do it on Hard Mode, you only get two hits before you have to go back to the save point. You do have unlimited lives, so you are free to try as many times as you like, but doing Spark's Challenge on Hard Mode is absurdly difficult because pulling off a Dash Dodge can be very precise. Like just when you thought you got down the timing, you end up being a few frames off and now you just took damage or died. The good news is that you are able to use Wishes Mode if you so desire which allows you to access every power-up in the game by pressing down + power-up switch button which allows you to scroll through every power-up in the game which allows you to use what you want for any situation. The game recommends this setting and having endured it, I would argue you are going to need it. You can use Gravity and Wind to avoid a horde of enemies, Edgy to climb up walls while going fast through what I call a Dash + Jump combo, Archer to damage enemies from a safe distance, Magical to clear a wave of small enemies in your way if you are able to fill up your meter, and Knight as it gives you a free hit point periodically.

As cool as it is, I really do not like how you have to toggle left and right between over 10 power-ups. This would be one thing if it were 4 power-ups, but with that many power-ups would warrant a Quick Select wheel like what Ratchet & Clank does, but in this game, switching power-ups can be a hassle. So if you need to switch from Wind to Fire, you need to get to a safe spot, press down + power swap, and repeatedly tap left or right to get the desired power-up. You also cannot move while switching power ups either.

Another problem I have with the game is its sense of momentum which is different from Sonic which isn't bad on its own because Freedom Planet has a different sense of momentum, but at the very least that game doesn't have you slow down when you are going up a slope even you are going fast which means you are forced to spam the dash button to go through loops. If this sounds like its by design to add use to the dash, it wouldn't devalue it since other than being used to dodge, it does build up an initial burst of speed and for some power-ups, it's useful for closing the gap with an Air Dash or for Edgy and Fark, you can pull off a massive burst of speed with by pressing dash while in the air and immediately after pressing jump to leap a massive distance. I understand the game is more combat focused and yeah, you do get those high-speed thrills often enough, but the momentum could've been so much better.

I've also ran into technical issues including Frame Rate drops as well as the inability to actually pause in Level 14 as it shows an error message, but nothing game breaking as far as I'm aware. I heard there were much worse bugs on initial release, but have long since been patched. With how extremely precise the Dash Dodge is even with Sword active to the point where it feels inconsistent, I don't even know if I'd recommend doing Spark's Challenge at least on Hard difficulty and not only that, but because you have two health, you have to be wary of your surroundings, but sometimes you can be met with a barrage of enemies, get camped from the higher ground, or even get goobed because of that one enemy that teleports and airstrikes you from above.

But regardless of my problems, Spark the Electric Jester is actually a really great game that I would rank up there with my favorite 2D platformers. I actually like it a lot more than Sonic, as ironic as this sounds. It wore its inspiration and was still able to deliver a memorable experience with a simple and well-designed character in Spark, and an amazing soundtrack with having one of my favorite final boss themes in any video game I've played.

[Reviewing Spark's Chalenge. This review builds off the first two]

This mode is just Fark's story section but played as Spark instead. Spark uses a VR headset to experience Fark's story...the story that's already non-cannon. It's an odd choice, but I don't mind as long as I get more gameplay!

There isn't much left to discuss about this because I already talked about Fark's story and Spark's gameplay, but there are two extra features as well as a review of Wishes Mode.

Spark now only has one HP, with a second hit killing him. This makes traversing through levels much more challenging. I found myself dying a lot, but it challenged me to be as fast and as careful as possible until I found another health pickup or checkpoint. But other than that, how do you avoid getting hit?

Well, this mode also adds a new mechanic to Spark: dodging! It's like Fark's parry, except 1) you can't spam it, 2) it's linked to your dash, so you can't stay in place, and 3) it doesn't add any health or combo bar; it only acts as a way to avoid damage. I would've liked more benefits to the dodge, but I still appreciate the feature, especially when you learn a boss's attack pattern and can predict when to dodge.

This challenge ACTIVELY recommends Wishes Mode, a feature you can toggle off and on before starting the game. If you hold down and dodge simultaneously, Spark spins into a ball still vulnerable to attacks. Move left or right to select whatever power-up you want in this state. Yes, you heard me, ANY POWER UP. So, as I was traversing the game, I found my favorite loadouts.

Regarding power-ups, I usually had Gravity, Sword, Bat, or Knight. Sword and Bat are both fantastic at quickly racking up the combo bar, with Sword having more long-ranged attacks and Bat having extensive reach with continued momentum. Once I racked up the combo bar, I would switch to Knight. When Knight gets a full combo bar, he gains a shield that acts as another Hit point. So clearly, with how little health I had, I stuck to this strategy of quickly acquiring combo bar, switching to Knight, and attacking from afar with my vast ass lance. Lastly, Gravity was just the best movement option for the levels as you can infinitely dash in the air and float in any direction. I don't think I need to explain why that is extremely OP.

And that was Spark's challenge. Overall, not my favorite mode (Fark still beats that), but this is still a fun challenge, even on normal difficulty. I can't imagine how hard these gameplay modes might get when I eventually play the Hard Mode levels, whenever that will happen. All I have left now is Mission mode.

que jogo incrivel pqp
TUDO ABSOLUTAMENTE TUDO TODOS OS DETALHES DELE SÃO PERFEITOS QUE JOGAÇO DO KRL

JOGUEM SPARK THE ELETRIC JESTER POR FAVOR.

um bom jogo, mas desnecessariamente longo.

A pretty fun game! While I prefer Freedom Planet as I feel like it's balance between speed and combat are more naturally formed than Spark's method of handling it, there are glimpses where things hit that balance super well with the speed and combat. The music is also really damn good! Absolutely worth playing this game! Will be checking out Spark 3 sometime in the future!

Gameplay is fun mix of Sonic (general gameplay and level design) and Kirby (power-ups), and with a stellar soundtrack. All of the power-ups are fun to use, though some of the levels go on for very long. Regardless, solid game from start to finish.

Sonic the Hedgehog but indie version.

Shout out to my buddy Parrott for gifting me this game. This game became kind of a meme in our community, like what the hell is spark the electric jester, and who the hell is playing this game. I had zero interest in this game (I'm not a big sonic fan) but to be honest, I walked out of this one pleasantly surprised and had more fun then I was expecting.

99% of this game was just balls to the wall super fun, keep running action. It felt like Sonic but a bit dumbed down which I appreciated, and a cross between kirby and megaman as well. Where the game really kinda fell off a bit for me was right at the end. I think the last stage just grinds everything to a hault, not only with its difficulty but with the precision platforming you're required to do (which was not working on the steam deck, unfortunately, this game runs awful on deck).

I think it was cute that they tried to have a story here, but it just made me cringe more than anything else. Hey though, game was far better than I was expecting. Will I ever play the sequels? Doubtful. But I had a good time.

pqp jogo lobotomia que dor meu lobo frontal tá mole

some mad lad woke up one day and asked ''what if sonic but good ?''

spark has some amazing level design that focus more on obstacle courses than pits of death and precise platforming, a game that understands the strenghts and weakness of the style its trying to emulate, but it does it so well that it also create its own identity and flies away, its unashamed to pull its inspirations out for the world to see and embrace the cheesy fun of anime\game.
i could only wish 2D sonic was this competent.

it has plenty of gamemodes and unfortunally they don't seem very balanced, fark levels straight up tested my patience but also game a very fun way to do bosses.

O jogo é muito bom! Sério misturar Kirby com Sonic é sensacional na gameplay, além da trilha sonora que é maravilhosa a parte.
Se você não tem um PC gamer top, esse jogo vai rodar na sua batata.
Para fãs de Sonic é obrigatório a jogatina.
8/10

pretty fun 2d platformer which is like sonic mixed with kirby. some cool sprites and music. liked

Sort of an eclectic mix of Dimps' Sonic Advance games and Kirby, it's p good! The dash giving you brief invincibility is also a very cool addition, makes half the boss fights feel really tight-knit even if it's very easy to dash by mistake with an analog stick,,

I'll admit I got the entire Spark trilogy mainly to get to the 3D ones but this was cute, there seem to be 2 extra campaigns too so if they're as long as the 4-hour main one, you're certainly getting your money's worth. The main one's already one zone longer than S3&K which was certainly a lot more than I expected.

awesome 2d platformer, much more than just a clone of you-know-who

A short and sweet Sonic-like that does it better than the hedgehog himself. Movement feels extremely smooth, the level design is great, and you really feel like you just want to keep moving forward.

The combat sections feels very "meh", but luckily you can skip most of them by just running. Overall very enjoyable.

Very fun game, its a mix of 2D sonic speed platforming and classic megaman action with the power ups and boss battles. Definitely also just as hard as those older games too.

I’ve been meaning to play through the Spark the Electric Jester games at some point, and of course it’s reasonable to start out with the first game. I’m not too knowledgeable about the series, but I know that this is the only game in the series that’s a 2D platformer, so it’s rather unique in comparison to the other games. That being said, I had an absolute blast playing this game for the first time. It had a couple rough moments, but overall this game was great.

First and obviously, I love this game’s speed. It’s a simple thing to compliment, but I really think this game’s speed feels so good. Some sections in levels were definitely difficult due to how Spark moves, but most of the game felt amazing. When you’re just moving at high speeds, blasting through the level and doing loops, it just feels amazing. There’s something really satisfying about it that I wish I could better describe.

I also really adore how Spark plays as well. Of course, Spark is ridiculously fast, but there’s more to his moveset that I really like. To add to his speed is a dash, which just feels really nice. As well, depending on what power up you have, you’ll be able to double jump, or air dash, which of course just adds so much more. And there’s so much in the realm of combat as well. This as well can change depending on what power ups you have. You have basic combos, directional attacks, and charge attacks as well. I found that the charge attacks can also impact movement, sometimes boosting you further in the air. Spark’s moveset is really fun.

And man, the powerups are really fun. As said prior, they can change Spark’s movement, or what attacks he has, and this is all really fun. This isn’t to mention that you can hold two power ups and alternate between them, which allows for so many options, especially as some powerups have unique movement options. I think my favorite ones plaything throughout the game were Wind, Cool, Hammer, and Magical especially. I also noticed some really interesting interactions between some power ups and the levels themselves. Primarily I noticed that cool makes it so that you skate on top of the water, it was a nice touch that I really liked.

I didn’t realize how combat centric this game was. Particularly, nearly every level in the game had a boss fight, and many had 2, maybe even 3 bosses. And honestly, most of the bosses aren’t too difficult, though it does ramp up about halfway through the game. When the boss fights get hard, they were really fun. The speed of both Spark and the boss fights really makes the boss fights really tense in a good way. There were times specifically where the bosses didn’t have health bars of any kind, and I think those were some of my favorites due to the lack of knowing how close I was. I think because of that, the penultimate boss fight was my favorite in the entire game.

There’s a lot I really like with this game, and it’s a reminder to me that I need to play more 2D platformers. I wouldn’t say this game is perfect, but its absolutely fun. I would like to replay this game sometime in the future, there’s more modes that I didn’t play around with. I really would like to try the harder version of the main campaign especially. I can’t wait to play through the other Spark games, but this was an absolute great starting point.


making mascot characters in the 90s: he's a cool and fast hedgehog who's got no time for da rules!!! aww yeahh
making mascot characters now: a robot took my fucking job and I have nothing left but my hat

Sonic bootleg mas presta?? Foi de base junto com meu Pc quando formatou, depois baixo e continuo

[Reviewing Fark's Story. This review builds off the first one]

This story is non-cannon and merely acts as a testing of ideas, no doubt for the sequel game. Still, it is worth talking about the game.

Months after the end of Spark's journey, robots are still causing trouble. Fark decides to take care of them while figuring out what shadowy voices are talking in his head.

Fark's gameplay is fantastic for speedruns and in general! Think of Fark like Zero or Proto Man from the Mega Man Series. Fark has a three-hit combo that ends in a flurry of strikes, which is excellent for adding damage. Using this attack, you can also stall yourself in the air while moving forward or backward. Once you reach the flurry attack, Fark will strengthen his moves once. The aerial strike has a low range but a suitable frame date, but the powered-up version has more range. The downward strike blasts two explosions close to Fark's sides, which is ideal for crowd control. When powered up, the attack changes to multiple explosions that travel across the map, making it my go-to attack for bosses.

Fark has an energy bar that can be charged twice. You set it by getting off attacks and finding energy tanks. Once you reach at least one bar, Fark can only take three hits, with a 4th hit killing him, and you cannot use powerups. How does he deal damage while being so frail? Easy, the counter system. Fark has a counter that can be used on any attack. The benefits of the attack depend on your timing. A late counter (red) nullifies but costs some energy. Early counter (orange) nullifies damage and increases power. Lastly, a perfect counter (blue) negates damage and dramatically increases power.

Fark is also way faster than Spark, as he has infinite das on the ground and in the air. Moreover, if you hold the attack button near a wall, you can walk on it! This gives players a much faster and more varied playstyle. If Fark has at least one energy bar, you can press down and counter to go into a limited hyperstate, where your attacks will be at max power, your speed will double, and you will be invincible. Moreover, your health will fully heal when activated.

The last thing to note is the best feature to play as. You'll automatically enter your super form if you fill your bar twice. Your aerial and downward attacks stay the same, but not only does your general speed increase, but but your base attacks also do. The first three hits have a huge range, but the flurry hit has a stronger range an attack, being able to extend halfway across the screen. Your strategy should be to earn and preserve energy so you can transform into this state, while keeping the energy for emergency heals.

All in all, I LOVED Fark's gameplay and I plan on enjoying another playthrough on hard!