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(2 edits) (+5)(-3)

this is a pretty cool port but it lacks polish

  • 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?