Alright, I played through the demo five times and I'm ready to provide some extensive feedback!
(and maybe even release a YouTube playthrough, but I'm not too proud of it, because if any of you felt my footage of Return to The Spooky Raymansion wasn't the smoothest-looking, then you're not ready for the abysmal slideshow-tier framerate in this one!
)
I even got all the Lums by backtracking with the Purple Lum ability, got the 7th unreachable cage of version 0.1.0 through glitches* AND found the Royal.V easter egg promised in Rayman Alive!
https://youtu.be/AoLXGbgntW0
(Yes, I'm just putting the link here and not the usual embedding as I'd rather keep the surprise if anyone here is still hunting for it! To these people, here's the only clue I'll give you:
it has something to do with the pirate fortress... the sort of radios the pirates leave around in particular... 
)
I played the 0.1.0 version of the demo so a few things have been already adressed, but here's my big in-depth list of points!:
+ The gorgeous visuals, even playing on minimal setttings, the graphics are certainly impressive and I love the style that went into certain assets like the tree and its whimsical spirals!
- I have to second Pirez here,
the optimisation needs a lot of work... I already had my fears when I read his other comment about his 2,000€ PC struggling on this because my own is certainly no longer what you could call high-end, but it's not low-end either by any means and can easily run far more massive games than this... and yet, it felt like it resurrected the summer heat wave in my home while playing this game on the LOWEST settings (although on 1080p resolution), I felt genuinely concerned for the safety of its components when a family member passed by and made a remark about "a smell of burning plastic"!
And when I recorded the game, I got 3 "not enough memory" crashes on startup throughout my attempts... If
we're struggling with this,
I don't see low-end PCs being able to have a playable experience on Redreamed... (
But hey, you still made it run miles better than the average professional Capcom PC game these days 
)
+ The extra details! Those Razorbeard portraits were certainly a sight to behold in the fortress, it would be very on brand for him to have such a personality cult among his forces!

And darn, all the detailed clutter lying around throughout the fortress or seen in the open crates, how these places now feel like actual locations where the pirates are doing their little life... That's so good.

Also, I don't know if it's intentional, but I like how you can use the crack in the wall in front of the sleeping pirate guarding the switch to safely destroy him, I can only appreciate letting players think outside the box to have new ways of getting around situations in a game!
- The level design readibility can feel a bit unclear at times (oddly enough, playing on the lowest settings did help with that compared to the videos I saw, so it may be accentuated by the effects), which is something the original Rayman 2 was extremely good at, and the visual style does lack cohesion especially with nature/stony assets feeling kind of mushy in a few areas...
Like the performance, this is mostly in regard to the first natural half of the Fairy Glade, but I have pretty much no complaints for the Pirate stronghold area!
+ The smooth gameplay! Like Redemption, if there's definitely something which I can say about Redreamed being better than the original is how much more modern the controls feel, and I love how a few things do feel faster and more dynamic, or how the aiming with the explosive kegs is far more accurate!
Maybe just make the ability to hang a bit snappier by being able to instantly break out of the animation as it's typically the kind of things Rayman is known to always get right (as for example Nitro Rad often noted in his reviews).
hoodlumsworld wrote: Thu Sep 04, 2025 9:32 am
The only things I would suggest is to adjust the mechanics of the purple Lums to be more like in the original,
Seems like they're often the most divisive point in Rayman fan remakes!
(Redreamed even did an accidental homage to the non-damaging spikes in the Gameplay Demo of Redemption with some missing toxic water collisions!
)
I personally had no complaint about them and I like how instantaneous they feel now, it's just they can have some issues with getting Rayman stuck in fences or instantly killing him into the wall like in the backtracking bit.
- I already expressed my thoughts and you already exposed your vision and how you can't feature the original for copyright reasons, and I know you've already heard it all about the soundtrack and
ultimately only your personal artistic interpretation matters, but this is inevitably a point that's going to be adressed whenever anyone talks about the music of this remake when it is succeeding to the impossibly highly regarded OST of the original Rayman 2...
I personally do appreciate the depths and smoothness of this dynamic system, but it can be way too atmospheric to the point of often falling into the "background noise" syndrome that plagues many modern games, and this will remain to me a "If it ain't broke don't fix it" kind of deal when it comes to Rayman 2's soundtrack which still sounds perfect for today's standards, and already had a good-enough system with the large number of tracks and their variations.
In fact, I'd even say I wouldn't imagine a few of these new tracks fitting into
any Rayman game! It needs more of the typical Rayman vibes, less repetition, more catchiness and clearer leitmotivs to stand out as a Rayman soundtrack. We already many atmospheric/quiet tunes in the series, but even them were still highly recognizable and quickly drilled their way into your brain as permanent earworms, to the point they're equally as pleasant to listen to even outside of the game itself.
Not saying that what we have here is any bad, quite on the contrary, I did dig some the action music in the pirate fortress half (and even the stealth variations as they remind me of the first Sly Cooper game), but it needs to be more fitting, more varied in composition and noticeable to really accompany Rayman's actions like intended. Maybe allowing players to push the volume beyond the current default setting could help a bit for now...
+ The user interface! I particularly love that Lum/Cage hud which is so lively, and I like that it highlights the natural aspect of Rayman's world as the nature VS technology aspect is always something subtly expressed in the games!
- Some of the sound design. Not nearly as much as a gripe here, it's quite nice once you get used to it, but similarly to the soundtrack, it's not always particularly noticeable as some of the sounds lack a bit of impact, especially during combat.
But hey, succeeding to the memorable classic sounds with something entirely new is one heck of a difficult science to get right, so props for making something that's already this good!
Similarly,
while I'm not asking to copy-paste the originals, I miss some of the little jingles we had like when flicking switches or solving some situations like opening the hole by using the pirate's bombs! It just gives that little rewarding dopamine rush when players realize they've accomplished something important for their progress!
Also I think the fist's projectile sounds could be a more magical-sounding and have more sound variations because it's way too repetitive and sort of grating after a while...
+ ...On the other hand: the
unique Lum sound effects! I really like how each Lum type has its own sound and how well they fit each Lum color, like the Blue one being prolonged thus reinforcing the sense of being underwater! That's genuinely an idea I'd love to see being featured in the official games, bravo!
- Enemy variety. I imagine you do have more planned where relevant (such as the pirate color types later in the game) and it's only this way due to this being an early demo, but some areas like the big tree do feel lifeless and incomplete without side enemies such as the caterpillars (especially as the barricaded hole next to it was intended for them to come out). I wouldn't even mind seeing the PS1 Antitoons return as occasional foes!
Parachuting Pirate types of enemies would also fit nicely in the Fairy Glade's final area as the new massive fan you added is clearly a Pirate construct and would justify building it as a transportation method between their structures perched higher on the walls, it would further reinforce the immersion!
+ Playable level sections transitions and how you merged some of R2's versions level design.
Making transitions work and being believable is quite an arduous task when Rayman 2's levels even had day/night time gaps between some parts as what happened during the loading times was up to the player's imagination, so pretty impressive to pull that off with new sections.
I did see how the Moon was below the map at the beginning when I fell out of bounds due to glitches, and then how it is in the sky during the pirate half, and while I say this: the skybox is actually quite pretty!
- The camera. Yeah, as many reported, it's a bit wonky right now. What personally bothers me the most is how it always forces to position itself behind Rayman's back which can be annoying when moving it manually to look at Rayman's majestic HD nose from the front, for example.
And yes, a look feature in 1st person perspective would also be nice later on (if not already implemented) to fully admire the details of the beautiful environment!
+ The translations, tons of settings, accessibility features and so on! It's always nice to have these, especially as I typically wasn't expecting to have the first already!
- Bugs galore. You've probably already seen it all from playthroughs: areas not loading and disappearing which can either kill you or softlock you altogether (as it happened to me multiple times, including one where everything disappeared in less than a second on a ground I already started to walk on

), pirates killing you instantly when they die (quite a bad one as the Red Lums incentivize you to walk into their remains), toxic water sometimes letting you phase through it and walk under it, Rayman's model position being either too low or high compared to the ground, Rayman being stuck in place with no animation when electrocuted more than once, Rayman still being able to move in his death/respawning animation, weird timer behaviors for Red Lums, wonky hitboxes all over the place...
I know you've already fixed the barrels' size, but I've noticed their timing can be really off sometimes with them dropping at the exact same moment thus making it impossible to dodge them at times, maybe that's because I was playing at 30 fps...
Also I noticed the text for the beginning's spiral door in the obstacle course says "Level name" instead of "Main menu" like the one in the Fairy Glade.
= The cutscenes. Yeah, a part of me would rather see 3D scenes like originally especially when we Rayman fans have been waiting
s o l o n g for a full 3D experience, but hey, this 2D take works as well, even if the style can feel arguably kind of off in a few shots compared to the actual game's direction.
All that I'm hoping for is more small scenes/setups to properly set the mood in some areas, like the first pirate bombarding you when you encountered it in the classic Fairy Glade, as the little cutscene is what properly introduced the robo-pirates enemies to Rayman 2's players, it is a very important moment to make the most iconic enemies feel threatening and meaningful!
= The extra in-game dialogues. I'm neither listing them as a flaw or quality as they're -thankfully- toggleable and are now off by default, and I think there's definitely a place for them (despite usually despising them in quite a few modern games)
as long as they're better utilized/written.
For example, instead of Rayman talking alone for no reason and telling you about the prettiness/grossness of things the players are already seeing, you could make him react to the Baby Globoxes at the beginning, similarly to how he does to one of Murfy's advices in the final section.
Secondly, some of his lines like the waterfall could be made more meaningful like by making it into a buildup for his later comment about the oil (he could for example instead say that he wishes the water was always this
pure/clean, and later have a slightly more emotional phrasing in response to seeing the Glade's water being destroyed by the pirates, as after all, he would still be in a bit of a somber mood after his prison stay, losing Globox and witnessing his world's destruction/enslavement).
And of course, prevent their triggers from repeating during a same level as it can lead to nonsensical situations like Rayman talking about Lums that are not there or freeing Ly... when she's already freed.
I did see that one of your team members already responded somewhere to the criticism about the mishandled "show don't tell" aspect of it and I certainly appreciate that's it's going to be improved in that regard!
[EDIT: Added level transitions + camera points that I forgot.]
That should be all I had in mind as of now, sorry for my typical wall of text!
I know that you got a ton of comments recently especially and quite a lot of negative ones included, so please don't take them too much to heart and don't let any of the overwhelming wave of feedback discourage you from your project!
People's expectations are naturally going to be through the roof when you have to undertake the monumental task of reimagining the most iconic and fondly remembered Rayman game ever released, so it takes a lot of courage to even attempt to remake it in the first place!
Best of luck to every one of you, I'm looking forward to seeing how the project shapes up in the future, and regardless of how it ends, thank you for dedicating so much of your time and efforts to Redreaming the Limbless Wonder's first 3D adventure!
*How did I get to the 7th cage? There are two ways! First, you can simply glide to it and shoot at it while hugging the window... OR, you can climb to one of the high points on the vines, and glide to the ledge with the door with a well-timed jump, and shoot through the wall until the cage breaks!
And that's not all, because funnily enough, you can also explore the area behind which you usually get to from the Echoing Caves! However, it's obviously not completed yet, there are no enemies or objects apart from a Green Lum (which I don't advise to pick up or you'll get softlocked!), and the Plum is here and can be shot to fall from its tree! While you can move it around, it has no functions yet as it doesn't react to the Magic Fist and you cannot ride it!... Well, you sort of can, but it won't bounce and you can't control it around! 
There's also the small ledge with the open entrance to the 7th cage, but even if you can walk on it, you can't go inside.


And please New Dawn Games, if you're seeing this post and are doing another update, please DO NOT block this "secret" area by adding an invisible wall, it's part of many games' magic to be able to explore these sort of out of bounds contents and it feels like an early taste of future things to come like level connections and plum riding!
Anyway, just the existence of this area make this demo earn my Plum of approval!
Also for any players who didn't realize, I noticed the Knowledge of the World is in the game, although it has only a page yet and the text regarding the controls is unfinished (at least in the French translation, haven't tried the English language).
hoodlumsworld wrote: Thu Sep 04, 2025 9:32 am
Also... I'm sad to see people trashing the game despite all the great work. I came across Ryemanni's stream, and as if saying things like "fake fucking company New Dawn Games AAA bullshit" wasn't enough, he literally trashed the game and completely shut down the New Dawn Games people who joined to comment, saying they just need to grow thick skin.
Please let's not fuel some fire between people, it won't do any favor to us as a community, especially with all the past dramas on social networks.
Ryemanni is also barely into Rayman these days since this year as his interests have recently shifted to things like Hatsune Miku, and it's rare when he even posts anything related to Rayman now, so let's just leave him alone to his things.
(Btw regarding his stream, just in case, I tested it: and no, you do not softlock yourself by falling to the sides of the big pipe when entering the oil-pouring chasm near the end!

)
Any public creation even free or fanmade is eligible to receiving criticism, it isn't meant to bring something down but to help it becoming even better, no matter how harsh or negative it may sound at times
(but making it politely constructive is always preferable
). Especially here when the footage just speaks for itself when it comes to issues that can be found even while playing the game in the absurd manner that Ryemanni did (which is how any quality assurance tester is supposed to play to ensure any problem is found and adressed).
RDMRT, Redemption and ReDesigner got their fair share of ""trashing"" throughout their history, and it's what helped shaping especially the latter two into the amazing experiences they are now! Heck, even my Rayman GBC ReDesigned skin or my Rock'n'Run level got some "trashing", and I was actually happy that they did because it greatly helped me seeing what I could improve! If we even got this demo, it's also to be able to provide feedback so the final game can satisfy as many players as possible!
While I do agree people like Ryemanni have been overly harsh on a few things when it's an early demo of a fan project and some of their remarks sounded suspiciously hostile (for reasons I'm not aware of) or even speculative (like, why would they even try to pitch another Rayman 2 recreation to Ubisoft when they already got the "Steambot" project in the works which is supposedly a Rayman 2 remake and is accordingly going very well for them?

), Ryemanni did point out positive things and praised the team's efforts multiple times, and he did conclude by saying his comments weren't out of malice.
Also, maybe I just missed it or it was in another VOD or something, but I don't remember hearing him say "they need to grow thick skin"...
(But if he did, that would be kind of rich considering his past cabin boys debacle
)
Otherwise, yeah, I don't see much of an issue with making your team and project look professional, even if I understand why it would set the wrong expectations for an ambitious 3D fangame which obviously can't have the same level of production as a triple A company with massive teams and millions of budget, or how it can feel not very down-to-earth for a free fan project.
It does show how seriously they're taking this, some past Rayman remaster projects generated skepticism and got the cold shoulder in the past because they suddenly vanished or got abandoned, so they probably went this way to reassure players they're gonna pull through this project to the very end... But hey, just some quick 2 cents on the debate.
Squiz wrote: Sat Sep 06, 2025 2:03 pm
Has anyone been able to play it with dualsense controller? The game doesn't seem to recognize it.
Most likely not supported, I attempted playing with my PS4 one and it didn't work, so I switched to an Xbox One controller.
I wasn't surprised as many PC games don't natively support PlayStation devices.
Well, now, on to testing more of the demos and to working on the Rayfanpedia documentation when I'll be able to!
