Meant to respond to this all day yesterday but I ended up spacing it out until just now:
The bad news is that nothing was worked on for 4 years. We only just returned to the project back in January this year. But a lot has been done in terms of rehauling things. And there's a new level being worked on. (And Sparkling Seaside is finally getting the revamp I've been wanting to do long before that last demo release 4 years ago) Hopefully the demo is ready in time for SAGE 2012.
I hope the demo is ready, too. When Emerald Ties vanished from the SAGE roster I was legitimately sad, because even if you guys had only put out demos for like 2-3 years, it was always new content, and it was steadily getting better as time went on. That last demo, I think with the rainy ruins level, was really fun, I thought.
I was finally glad to see 3 fan games done... but I really feel that Axiom could take a few extra months of polishing. There were a lot of things that could of have been polished, such as animations, audio (spindash is TOO loud and overlaps itself). Also, there were some noticeable game ending bugs in the game and it was frustrating. I got myself trapped in a pipe in that lava level and I had to either wait til the timer runs out for a good 8 or so minutes or restart the game and reload the save from Act 1 of the zone. And there was another game ending bug where whenever I beat the final boss... nothing happens. I couldn't move or anything. I waited a good 5 minutes before giving up.
But I think my BIGGEST gripe of the game is how poorly designed the special stages are. Right off the bat they're extremely difficult and involves too many precise platforming. I never bothered with the special stages after a while due to that. It was an okay fan game but I think it could of have been much better.
Oh, absolutely. I mention it because everybody else always seems to drool all over it like its the best thing, but it's definitely really... I know using this word is becoming a faux pas, but "Janky". Vexer did a decent job polishing it up compared to its initial showing (which had the world's ugliest color palettes) but there's still lots of little animation quirks and small hiccups in controls and whatnot. Dude's pretty good at level design, at least.
I haven't played it in months after I reported a bug that got me stuck somewhere. Vexer posted a new build almost immediately with the bug fixed, but I never brought myself to go back to it.
Before the Sequel was alright, it had a cool idea and it certainly picked up a lot on the 2nd half of the game, but the first half felt very bland. Not to mention the game length felt wayyy too long. I remember it being 3 full acts per 11 or so stages. And this is not counting boss fights. I'm looking forward to the next game.
Sonic Classic is pretty good so far, the better one of the 3. Felt much more polish and has a catchy soundtrack.
Outside of the SAGE 2011 demo I never actually got around to playing the full version of Before the Sequel, actually. I downloaded it a few months ago but I ended up getting super sidetracked. The demo was crazy fun, outside of a weird boss encounter that I got stuck on.
LakeFeperd is working on "Sonic Before The Sequel 2012" that polishes a lot of the graphics up and features an original soundtrack. Maybe that'll be better. And yeah, the sequel, Sonic: After the Sequel, looks pretty great, too. LakeFeperd is making a lot of fangame creators look bad given his work ethic.
Be thankful you're playing Sonic Classic now; if you think it feels polished, know that it didn't. That's Revision 03. The very first release was all kinds of busted; I think some people couldn't even finish the first level because of weird bugs. I remember playing Revision 01 or Revision 02, getting all the way to the end of the game, and having the cutscene for the final boss not trigger. It's good Hez stuck with it and was dedicated to fixing it, though.