
Session Respect Score
"Fast-paced fan-made platformer with time-travel story."
Minimum session
10 min
Pausability
At save points
Resume friendliness
Easy to resume
FOMO pressure
Zero FOMO
Focus required
Moderate
Session structure
Self-contained runs
About
Sonic The Hedgehog: Time Attacked is a 2003 fan game made by Jamie Bailey. Time Attacked has been compared to commercial games released by Sega because of the game's detailed original graphics and the author's vast knowledge of Clickteam based programming. Dr. Eggman has invented a time machine and uses it to go back in time to defeat Sonic following a failed attempt. Eggman succeeds and begins to create a paradox, causing the present-time Sonic to fade. Once he realizes what's going on with him, he sets off to stop Eggman before he completes the paradox and changes made in time are permanent.
Media
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Community Session Data
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Sonic the Hedgehog: Time Attacked — Session FAQ
- How long does a session of Sonic the Hedgehog: Time Attacked take?
- The minimum meaningful session for Sonic the Hedgehog: Time Attacked is approximately 10 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Sonic the Hedgehog: Time Attacked?
- Sonic the Hedgehog: Time Attacked uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Sonic the Hedgehog: Time Attacked pressure you to keep playing?
- Sonic the Hedgehog: Time Attacked has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Sonic the Hedgehog: Time Attacked's Session Respect Score?
- Sonic the Hedgehog: Time Attacked has a Session Respect Score of 8.6/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.






