i found a bug in a cold place where if you hold diagonals in a locked room on a locked door after getting white cloak you transition to a non existing room of a black void...
So, after playing this for a while i fell in love with it, and while trying to "speedrun" it and playing around i found a couple of strange glitches, for example, if you go to the northern light island diagonally, loading two rooms back to back, this happens
pretty cool, i'll see if i can keep glitching this masterpiece
Well turns out it doesn't happen when loading two rooms back to back, i somehow got to load the dock room in the island and keep my position at the top corner, so i could load another room past the island
Such an interesting demake/fangame! Highly reccomendable! Even if you've played Sword Route to death and back! Actually, especially if you've seen nigh-all it has to offer!
I’m one of the outliers who knows really nothing about Undertale and the like, so I dunno the references. This was still really fun to play through. I missed a bit in the starting world - when I realized the sword could cut through trees, I wanted to see how you handled if some idiot like myself cut border trees and went to the next screen, or how many screens I could go. I happened to find a chest that took me to the next part lol.
The fact you not only took your time to make this demake, but also changed the story to fit your demake, and have its own message at the end... its actually peak wtf
hitboxes are loose and wonky, especially when attacking level geometry
screen transitions could be faster, could use a palette fade, and the garbage sprites during transitions could be fixed
B button could be bound to also slash the sword (someone might prefer it that way)
"spiral" transitions affect the attribute table, they probably shouldnt, it looks bad
diagonal direction uses a priority system rather than giving priority to the original direction
white robe doesnt aim where you are looking (frustrating..)
why mmc1 out of all mappers??
probably other minor things
if you think i complain too much, feel free to reach out, i will gladly also complain about your source code! (no promises but i may rewrite parts of it if its ca65 just because id love this project to not have visual atrifacts in screen transitions or wonky hitboxes)
B button should maybe be for another thing, like you can conserve candies to eat them with B but idk Also I dont know much bout coding but I think Undertale also have a priority system (But UT has it to the vertical)
i believe undertale prioritized some particular direction, with the caveat of being weird (collision could cancel some directions, making it act weird near walls), MANTLE (the real one) has a priority system based on which button was pressed when, or at the very least the rest of deltarune does that, its entirely a visual thing with no gameplay impact but i think that if youre imitating something you should go all the way, unless there is a tangible benefit to not doing so
as for B button uses, look no further than having it be the interact button, since that seems to be notably missing and just happen automatically?
Beaten on real hardware! JP Famicom w/AV mod on a CRT. Thank you for this short yet fun experience! Half expected a shadow crystal would fall out of the TV :P
hey. this is the coolest fucking deltarune fangame ever made.
the moment i noticed it not sharing the same plotline as the canon version the gears in my head started turning and i was like "what if its about how its a fangame" AND THEN IT FUCKING WAS. and the little speech at the end about fate is really sweet i think, perfectly in line with deltarunes themes so far. this is really really good
Damn, this is amazing! Holding off from playing for a bit since there is a RetroAchievements page actively in heavy development as I write this, but from what I've seen and played, you did an incredible job with this!
If anyone needs memory offsets for useful variables for tracking achievements etc, tell them to get in touch! Although maybe some of the fun is in finding it out manually..?
I would like if the screen transitions could be improved though. I'd also like if that scene with Tenna could be added back. The music shits itself when played on the 3DS Virtual Console.
Yeah, I have the same problem with the music sounding off, except in my case is in Twilightmenu++ on my DSi. Probably is some problems with the emulators not having the required mappers
The hitreg is super jank, the sword just passes through enemies from certain angles and killing HERO_AXE is a massive pain. But the new boss fight was sick and I love the conversion otherwise
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Hi! I really like seeing when people make fangames for old consoles like that
Is there any chance this could become Open-Source? (Maybe under GPL)
Thanks!
What is the final boss's name????
john e mantle
TWISTED.
It is not the thing that holds the Mantle. Be it ERAM, or John Mantle.
It will never be them.
The message at the end...
Such wise words...
Hahaha! Nicely done! Thank you for playing my little game!
I love this. Kinda short, as the source material but maybe we could do.. A sequel!!
I can say the ending to this is one I have never seen in any game.. except for one.. particular.. game..
i found a bug in a cold place where if you hold diagonals in a locked room on a locked door after getting white cloak you transition to a non existing room of a black void...
other than that very fun
Same.
pretty cool, i'll see if i can keep glitching this masterpiece
Whoa, that looks awesome!! Happy hunting, I'm sure there are plenty of glitches you can find in there!
Well turns out it doesn't happen when loading two rooms back to back, i somehow got to load the dock room in the island and keep my position at the top corner, so i could load another room past the island
This is really cool.
Such an interesting demake/fangame! Highly reccomendable! Even if you've played Sword Route to death and back! Actually, especially if you've seen nigh-all it has to offer!
Definitely a .nes for the ages!Thank you so much for your lovely words! I'm glad it struck such a chord with you!
This is really cool! what's the name of the... boss?
I’m one of the outliers who knows really nothing about Undertale and the like, so I dunno the references. This was still really fun to play through. I missed a bit in the starting world - when I realized the sword could cut through trees, I wanted to see how you handled if some idiot like myself cut border trees and went to the next screen, or how many screens I could go. I happened to find a chest that took me to the next part lol.
played this on my Wii u via nestopia in retroarch, works great! I died laughing when bro started eating my exp
The fact you not only took your time to make this demake, but also changed the story to fit your demake, and have its own message at the end... its actually peak wtf
tested on MiSTer FPGA and it runs flawlessly. also tested on 3DS Virtual Console injection, where there are severe audio bugs
VERY good. janky hitboxes like others have said, but it didn't dramatically affect my experience
this is a pretty cool port but it lacks polish
if you think i complain too much, feel free to reach out, i will gladly also complain about your source code! (no promises but i may rewrite parts of it if its ca65 just because id love this project to not have visual atrifacts in screen transitions or wonky hitboxes)
B button should maybe be for another thing, like you can conserve candies to eat them with B but idk
Also I dont know much bout coding but I think Undertale also have a priority system (But UT has it to the vertical)
i believe undertale prioritized some particular direction, with the caveat of being weird (collision could cancel some directions, making it act weird near walls), MANTLE (the real one) has a priority system based on which button was pressed when, or at the very least the rest of deltarune does that, its entirely a visual thing with no gameplay impact but i think that if youre imitating something you should go all the way, unless there is a tangible benefit to not doing so
as for B button uses, look no further than having it be the interact button, since that seems to be notably missing and just happen automatically?
peak
man this is nice
pretty cool but the hitboxes are way off, especially the sword (compared to DRs hitboxes)
This is some absolutely crazy work, respect. Didn't expect the Dr. Borous looking dude to show up.
Beaten on real hardware! JP Famicom w/AV mod on a CRT. Thank you for this short yet fun experience! Half expected a shadow crystal would fall out of the TV :P
bro u makes it cooler,cause i don't have device hhhhh
Awesome! Super cool it works on famicom too!
Funny to see a NO CONTROLLER prompt when they are literally not detachable on FC xD
Lowk reminds me of How Kris Susie and Ralsei played the game in chapter 3
Didn’t like it, but I’m clearly in the minority.
Top notch, loved it
you plan on publishing source code? it's not like you absolutely gotta but it's always nice to see
I do, but I'd like to tidy it up and add better comments first, so that it's easier to change into something else if anyone wants to!
(SPOILERS BELOW)
hey. this is the coolest fucking deltarune fangame ever made.
the moment i noticed it not sharing the same plotline as the canon version the gears in my head started turning and i was like "what if its about how its a fangame" AND THEN IT FUCKING WAS. and the little speech at the end about fate is really sweet i think, perfectly in line with deltarunes themes so far. this is really really good
Damn, this is amazing! Holding off from playing for a bit since there is a RetroAchievements page actively in heavy development as I write this, but from what I've seen and played, you did an incredible job with this!
If anyone needs memory offsets for useful variables for tracking achievements etc, tell them to get in touch! Although maybe some of the fun is in finding it out manually..?
btw when you freeze an enemy and leave the room they despawn and also the collision seriously needs improvement
amazing, just got glitched bcuz i couldnt kill susie
hit the frozen enemy with the sword, it got them unstuck for me
ok thanks!
wouldn't let me ineract with anything
Game broke at the end
*spoiler* that is the end
Can confirm that it works on FCEUltra on my ps2. Great work on this by the way!
Great fangame, I didn't have many issues.
I would like if the screen transitions could be improved though. I'd also like if that scene with Tenna could be added back. The music shits itself when played on the 3DS Virtual Console.
Yeah, I have the same problem with the music sounding off, except in my case is in Twilightmenu++ on my DSi. Probably is some problems with the emulators not having the required mappers
theres a bug where you can push one of the frozen enemies into the wall and softlock yourself
if you hit them with the sword they'll get teleported behind you
Excellent work! Thank you so much!
Does anyone know if it works on a DSI With an emulator?
It does via Twilightmenu++ except there's some errors with the music but overall it works fine
Can confirm this game works well on NostagiaNES on Android.
Well done, excellent demake! The changes caught me by surprise, it was a lot of fun
The hitreg is super jank, the sword just passes through enemies from certain angles and killing HERO_AXE is a massive pain. But the new boss fight was sick and I love the conversion otherwise
Assembly?
Mostly C with the CC65 compiler, and a little assembly to fill some gaps!