don't take this offensively but this game does have some annoying flaws!
for example, sometimes pressing an arrow key in the menus counts as 2 inputs, leading me to sometimes click Exposition in the menu or sparing in the fight and wasting a turn. you could fix this or just make it so, like in the real game, theres a second window and clicking spare doesnt do it immediately. another annoying thing is that everytime you die in the chase or fight, you go back to the menu, and the two inputs problem still applies. so maybe a Retry and Return to Menu buttons would be appreciated!
now, about the difficulty, i will say it's rather hard, and dying to friend has you retry the whole chase again. if repeating the chase isnt an intentional thing to boost difficulty, i feel like the game would be much more enjoyable without it!
overall i really like the textures, concepts and the lore of this game, although i can't get past friend's first attacks. it's very good !!!
when the connection is disrupted, you have to click on the center of the red ping, do NOT click the pink/gold ping, that reduces your time. As you get your mouse closer to the center of the red ping, the SOUL should become slightly visible, click on the SOUL
I'm not 100% sure because I never had that issue, and haven't been able to replicate it, but I've adjusted how it works so that there should be no way it doesn't work.
I guess we'll see in 1-2 days when I update it with a bunch of fixes to issues I saw in other people's uploads that I never encountered myself.
Is there any chance you’re able to tell me where on this game’s page is my starting point to figuring out the password? I’ve looked all through this damn page and have nothing.
I’ve tried putting in just about everything related to the game’s release date. Is there a certain way I’m expected to put in the code? Like if the code is the game’s release date, is there a certain order? Like month, day, and year or something?
For people wondering. The best way to beat friend would be 3 Defy, and to try to gain max tp and use 1 tri attack when at max hp, then to have 50 tp left and to get to 100 before using tri again so u have a 50 tp backup if the enxt attack gets u low, as the heal heals u 180 making it pretty op to live
Also selene the exposition didnt work for me on the web version, and there i have ZERO idea of what the code could be due to lack of hints... tho my only big complaint is having to redo the whole find exit thing if u die to friend, and the fact that u have zero idea where to go in the maze due to the lack od indecators (even putting like an object, or an arrow that is ownly vissible when in the light would be perfect (also sometimes the soul goes below kris's model for some reason? so kris is just walking on the soul LOL
Also that i feel healing might need a bit of a nerf maybe to 120-130 due to the fact 180 can heal u to max from as low as 120
I will look into the exposition and SOUL layering issue
Neither happened to me in testing, so more information around the circumstances of the issues would be helpful for trying to reproduce them for testing.
and I can absolutely nerf the healing! I would be happy to in fact.
for the maze thing, I'm considering making a difficulty/options thing in the main menu, where you can enable/disable the "disconnect" thing, and guide arrows before starting?
not gonna lie tho i think it would be cool if on the way to the (cat house? house? dog house?) that there are like items, wether it be a paper, or something as simple as a slightly crooked tile to push u in the right dirrection of where u started (said things could only be viewable when in the players light bubble) giving an actual purpose to hightening the visibility of your bubble (as ngl i keep brute forcing it to try and beat the maze) And to be honest id like to see a hard mode which maybe increases the healing to 50% tp also (maybe some increased damages too) as from what ive seen is that most attacks have a simple to follow pattern (like sans) where when u beat it once you learn the best patterns to beat him, cause as ive noticed i stopped getting hit from 60% of friends attacks after i kill-i mean "killed" him as i doubt he is dead. but anyways like i was saying, and tbh i feel the maze could be darker for a hard mode? or darker in general due to the fact its pretty easy to know where to go (as the darkness is more of a style imo rather then an actual gimick, the only actual gimick of darkness being the connection (like maybe having attacks fade in as they get close to the Center?
ALSO TO MENTION A BUG I NOTICE You can see the health bars 0 + red part below the actual health bar (in battle), said bar is also fully visible when ending the battle just to tell u
I'm... not able to replicate the exposition issue, the SOUL layering issue, or the healthbar issue.
due to limitations of the system I'm using I don't know if I can do the "object visible only inside the light" thing. I can make something on a lower layer, so it's darker outside the light, but unfortunately I only have square/rectangular clipping boxes to work with, not circular ones, as helpful as that would've been for a LOT of things involving light with this fangame.
I can definitely have easy/normal/hard variations for how severe the darkness is, as well has have an option for attacks to have X damage multiplier.
EDIT I think I might've figured out the exposition thing, did you happen to play my VS susie weird route fight and die over 100 times? if so, I had a leftover thing in exposition that checked how many times you died, with a 'deaths' variable connected to the cloud. this one also has a 'deaths' variable connected to the cloud, since the variables share a name, and both connect to the cloud, maybe they're being conflated? (dying to in the VS Susie weird route fangame caused the exposition dialogue to change at certain thresholds, eventually just stopping at 100, I just- forgot to take that out, in later games since the Noelle/Ralsei one didn't have a death counter)
Why does pressing up and down on the title screen use the confirm sound? Also, why is the text so small? And how do I open the overworld menu since C doesn't work?
I... don't remember why the title screen movement uses the comfirm sound, I've been using each previous DR fangame as a template for each next one, and I guess I had the wrong sound play in the first one ~1 year ago, and I never felt the need to change it since it didn't impact gameplay??
What text are you referring to being small? I haven't had issues with being able to read it, but I can increase the size a bit if it's a problem
There is no overworld menu, this is the first thing I've made that includes overworld sections, and my main focus is the battle. If I ever attempt something that has more than a ~1 minute walking section, I'll add one to that, but it didn't seem particularly necessary here.
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don't take this offensively but this game does have some annoying flaws!
for example, sometimes pressing an arrow key in the menus counts as 2 inputs, leading me to sometimes click Exposition in the menu or sparing in the fight and wasting a turn. you could fix this or just make it so, like in the real game, theres a second window and clicking spare doesnt do it immediately. another annoying thing is that everytime you die in the chase or fight, you go back to the menu, and the two inputs problem still applies. so maybe a Retry and Return to Menu buttons would be appreciated!
now, about the difficulty, i will say it's rather hard, and dying to friend has you retry the whole chase again. if repeating the chase isnt an intentional thing to boost difficulty, i feel like the game would be much more enjoyable without it!
overall i really like the textures, concepts and the lore of this game, although i can't get past friend's first attacks. it's very good !!!
what am i supposed to do when i get disconnected it doesnt go up no matter what i do??
when the connection is disrupted, you have to click on the center of the red ping, do NOT click the pink/gold ping, that reduces your time.
As you get your mouse closer to the center of the red ping, the SOUL should become slightly visible, click on the SOUL
repeat this 4 times to reconnect
Ok so put in the password, but the door don’t open. I’m gonna take it that its contents will be made accessible in an update?
that is correct, it will lead to an entirely seperate fangame, and update when said other fangame is completed and released.
However that door will be the only means of accessing it.
Interesting. Also, the exposition option doesn’t work on the zip download of the game for me.
I think I figured out what caused that??
I'm not 100% sure because I never had that issue, and haven't been able to replicate it, but I've adjusted how it works so that there should be no way it doesn't work.
I guess we'll see in 1-2 days when I update it with a bunch of fixes to issues I saw in other people's uploads that I never encountered myself.
Is there any chance you’re able to tell me where on this game’s page is my starting point to figuring out the password? I’ve looked all through this damn page and have nothing.
maybe you need to be looking for more information
I’ve tried putting in just about everything related to the game’s release date. Is there a certain way I’m expected to put in the code? Like if the code is the game’s release date, is there a certain order? Like month, day, and year or something?
month/day/year
It's not referring to this game's release date.
"it" is something you (assumedly, if you're playing DR fangames) created, a long time ago.
Ok so your scavenger hunt has led me to a YouTube video of yours regarding an extra stage on Touhou.
I take it I am not at all on the right path?
Ok nevermind. I figured it out.
FULL SPOILERS FOR THE ENTIRE PROCESS
that is the path from my YT video of me clearing the game.
there is another one that involves the "more information" section of this page.
the YT video one leads to the description of my 6th video, and the 'more information' one leads to one of my games called "fractured memories".
both of those get you a string of characters, which are the end of a google drive folder link.
this folder has a single black png, if you brighten it, reveals "the date of its creation shall set it free" in wingdings.
whats the name of the song used in the fight
thx
... so whats the password?
13378008
why man
:)
the way you learn it is not in the game.
one of the starting points to find it is somewhere on the game's itch.io page
okay thank you!
For people wondering.
The best way to beat friend would be 3 Defy, and to try to gain max tp and use 1 tri attack when at max hp, then to have 50 tp left and to get to 100 before using tri again so u have a 50 tp backup if the enxt attack gets u low, as the heal heals u 180 making it pretty op to live
Also selene the exposition didnt work for me on the web version, and there i have ZERO idea of what the code could be due to lack of hints...
tho my only big complaint is having to redo the whole find exit thing if u die to friend, and the fact that u have zero idea where to go in the maze due to the lack od indecators (even putting like an object, or an arrow that is ownly vissible when in the light would be perfect (also sometimes the soul goes below kris's model for some reason? so kris is just walking on the soul LOL
Also that i feel healing might need a bit of a nerf maybe to 120-130 due to the fact 180 can heal u to max from as low as 120
the date of its creation shall set it free....
Selene is this were it ends? as ive tried putting in the games date in and im 1 number short
the "it" in question is not what you are currently playing.
"it" is something you yourself (assumedly, if you're playing DR fangames) created, a long time ago.
This game doesn't need to be "set free", it has already been released
I will look into the exposition and SOUL layering issue
Neither happened to me in testing, so more information around the circumstances of the issues would be helpful for trying to reproduce them for testing.
and I can absolutely nerf the healing! I would be happy to in fact.
for the maze thing, I'm considering making a difficulty/options thing in the main menu, where you can enable/disable the "disconnect" thing, and guide arrows before starting?
not gonna lie tho i think it would be cool if on the way to the (cat house? house? dog house?) that there are like items, wether it be a paper, or something as simple as a slightly crooked tile to push u in the right dirrection of where u started (said things could only be viewable when in the players light bubble) giving an actual purpose to hightening the visibility of your bubble (as ngl i keep brute forcing it to try and beat the maze)
And to be honest id like to see a hard mode which maybe increases the healing to 50% tp also (maybe some increased damages too) as from what ive seen is that most attacks have a simple to follow pattern (like sans) where when u beat it once you learn the best patterns to beat him, cause as ive noticed i stopped getting hit from 60% of friends attacks after i kill-i mean "killed" him as i doubt he is dead. but anyways like i was saying, and tbh i feel the maze could be darker for a hard mode? or darker in general due to the fact its pretty easy to know where to go (as the darkness is more of a style imo rather then an actual gimick, the only actual gimick of darkness being the connection (like maybe having attacks fade in as they get close to the Center?
ALSO TO MENTION A BUG I NOTICE
You can see the health bars 0 + red part below the actual health bar (in battle), said bar is also fully visible when ending the battle just to tell u
(sorry if i yapp alot its kinda my whole thing)
I'm... not able to replicate the exposition issue, the SOUL layering issue, or the healthbar issue.
due to limitations of the system I'm using I don't know if I can do the "object visible only inside the light" thing.
I can make something on a lower layer, so it's darker outside the light, but unfortunately I only have square/rectangular clipping boxes to work with, not circular ones, as helpful as that would've been for a LOT of things involving light with this fangame.
I can definitely have easy/normal/hard variations for how severe the darkness is, as well has have an option for attacks to have X damage multiplier.
EDIT
I think I might've figured out the exposition thing, did you happen to play my VS susie weird route fight and die over 100 times?
if so, I had a leftover thing in exposition that checked how many times you died, with a 'deaths' variable connected to the cloud.
this one also has a 'deaths' variable connected to the cloud, since the variables share a name, and both connect to the cloud, maybe they're being conflated?
(dying to in the VS Susie weird route fangame caused the exposition dialogue to change at certain thresholds, eventually just stopping at 100, I just- forgot to take that out, in later games since the Noelle/Ralsei one didn't have a death counter)
Spoilery question about something I'm stuck on:
My question
What do I do on the black screen after the “CONNECTION LOST” popup?
reload the page
Why does pressing up and down on the title screen use the confirm sound? Also, why is the text so small? And how do I open the overworld menu since C doesn't work?
I... don't remember why the title screen movement uses the comfirm sound, I've been using each previous DR fangame as a template for each next one, and I guess I had the wrong sound play in the first one ~1 year ago, and I never felt the need to change it since it didn't impact gameplay??
What text are you referring to being small?
I haven't had issues with being able to read it, but I can increase the size a bit if it's a problem
There is no overworld menu, this is the first thing I've made that includes overworld sections, and my main focus is the battle.
If I ever attempt something that has more than a ~1 minute walking section, I'll add one to that, but it didn't seem particularly necessary here.