Spark the Electric Jester 2

Critics believed the game would appeal to players who enjoyed the Sonic Adventure titles and complimented its controls and level design.

At his advice, Fark sets off for Technoria City in pursuit of E.J, with Romalo and a formie named Astra intending to observe him.

Elsewhere, E.J reconvenes with a group of robot renegades, Flint, Double, and Float, who are also working with Freom to kill Fark.

Freom intends to direct the spacecraft into the planet, causing a mass extinction that destroys Clarity and all life.

[7] Development began after the 2017 release of its predecessor using Hedge Physics,[8][9] an unofficial 3D Sonic the Hedgehog game engine made by Daneluz in Unity.

[10]: 24:59–25:53  Hedge Physics' release, assisted by programmer Héctor Barreiro-Cabrera,[11][12] gave Daneluz the motivation to produce an original title utilizing the technology.

[10]: 24:59–25:53  Although a sequel to Spark the Electric Jester had not been planned, he chose to develop a game about Fark due to positive reception of the character.

[13]: 27:42–28:12  Spark 2 was formally announced as Fark the Electric Jester on September 12, 2017, through a trailer published on Daneluz's YouTube channel.

While believing this issue was worse in Spark 2, Daneluz tried to incentivize enemy engagement through various rewards and the scoring system, likening the latter to that of the Sonic Adventure games.

[10]: 43:53–45:24  Besides Sonic the Hedgehog, Spark 2 was influenced by the Kirby and Mega Man series, as well as Metal Gear Rising: Revengeance.

[10]: 27:29–28:20  The soundtrack was composed by the same musicians as Spark the Electric Jester: James Landino, Falk Au Yeong, Paul Bethers, Andy Tunstall, Funk Fiction (Pejman Roozbeh), and Michael Staple.

[2][4] However, in a different Rock Paper Shotgun article penned by Dominic Tarason, he felt Spark 2 would elicit mixed reactions due to the divisive nature of 3D Sonic titles, and expressed hesitation in recommending it.

Notwithstanding, he remarked that the controls were superior to those of the Adventure games,[5] with Roemer also referring to them as "super tight and responsive".

[2] While Roemer believed the levels were open-ended and enabled experimentation, he found some of their layouts to be initially confusing, which he partially attributed to the camera system.

[2] Tarason thought of the levels as well-designed, making note of their large size and complex structures, but was occasionally confused.

[2][4][5] Roemer and Irwin felt that comparable sections in 3D Sonic titles were less frustrating due to their reliance on scripting.

Fark engaging an enemy in combat