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A member registered Jan 07, 2018 · View creator page →

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If you're constantly redrawing a sprite, it might flicker depending on how much code you have between sprite draw commands. You might be able to hide it by increasing the emulation speed to 200 or 500 cycles per second. Of course, this will also increase the speed at which your game runs, so unless you have a delay function in your code, be careful!

Ah, my mistake.

I recently learned that the mod is outdated, so replacing the file will no longer work. You will have to patch the game manually.

I am very sorry.

Huh. Just tested it, it straight up doesn't work. I think the game might have been updated. The difference in versions between the launcher and the game data could be preventing the game from launching.

I'm sorry to say that I don't feel particularly inclined to update the mod right now  (maybe ask again after Chapter 3 is released). That said, if you REALLY want to play the game with Ralsei holding a gun, you could try manually patching the sprites into the game.

DeepLを使って日本語に翻訳しているので、表現がずれているようでしたら申し訳ありません ( >_< )

I'm using DeepL to translate into Japanese, so I apologize if my wording seems off. ( >_< )

「不能玩游戏」というのは、どういうことなのか、よくわからないのですが。data.winファイル単体で実行しようとすると、うまくいきません。 Deltaruneのインストールフォルダへ移動し、data.winを配置してください(元のdata.winファイルを置き換えます)。これが完了したら、通常通りDeltaruneを起動するだけです。

I'm not sure what you mean when you say that you're "unable to play". If you're trying to run the file by itself, it won't work. You need to go to Deltarune's install folder, and place there (replacing the original file). Once that's done, just launch Deltarune as you normally would. 


It's very simple, but in unlikely event that something goes wrong, I recommend that you first backup the original file by renaming it to something like "".


Also, I should probably make sure you know that this mod only works for the Windows version of Deltarune. If you're playing on Mac, the mod won't work.


I hope this helps! 

I'm on Windows and it behaves exactly the same way. I think it's intentional.

I do love this, but I have one glaring issue.

The window for radio bubble creates a huge transparent space below and to the right of the actual bubble, which prevents you from clicking on something behind it. Any chance you might be able to fix this?

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Downloaded radio bubble. Received a message: 

"the skeleton appears"


I'm sorry, could I ask you to explain how you found it "hard to move around"? Did you have trouble distinguishing where/what links went/did? I thought that it was at least somewhat clear based on context. Then again, I'm the one who wrote it, so I'm probably the worst judge in that department.

The game is intended to be more open, yes. I wanted players to be free to explore the city, letting them learn more about Pooh's world as he finds components for his and Piglet's heffalump trap.

Issues aside, I'm glad you enjoyed the game. :)

Just replayed your game. The shadow under the bridge makes it so much clearer as to why I can't cross it. I also like that you added a second bridge next to where you find the slingshot to imply that's what you're supposed to use it for, but I think there might be a bug that causes both bridges to be lowered when you shoot down one of them.

Issues aside, I love this game. Good job.

~ A man who has angered The Bees

I'm assuming that I'm supposed to use the slingshot on Eeyore to help him get down, but I can't get across the bridge in order to reach him. :(

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I'm Canadian.  Here, copyright lasts until 50 years after the author's death (which would have been 2006). Will I not be able to submit a game?

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If you'd like to play my game, I definitely would not mind.

EDIT: I just realized I'm way too late. Fudge.

I'm glad you liked the game! And don't worry, you didn't accidentally speedrun it, that is more or less the entire game. I wanted to add more features (I agree, some music would've definitely been a nice touch), but due to the limitations of Octo and Chip-8, I needed to cram the game's code (excluding map data, sprites and sfx) into less than 4 kilobytes, otherwise it wouldn't work. Unfortunately, I didn't consider music to be all that integral to gameplay, so I chose to cut it.

  • Press A, Z, to seek through song by frame.
  • Press Z, X, C, to control tickrate.

Wait, so what is Z supposed to do? It seems to be reducing the tickrate, while Q is the other key for skipping/rewinding the song.

IJ can correct me if I'm wrong, but John Earnest (AKA Internet Janitor) is the creator of Octo, which is hosted from his Github. However, the program you wrote should be automatically saved in your browser. That being said, you should probably make a note to occasionally download backups of your work (Toolbox > Binary Tools > Save .8o). 

What do you mean by "it won't open?" Is Octo not loading on your browser? Or are you unable to run your game at all? Are you downloading 8o files and trying to run them?

The audio is based on Ultima IV's DOS version, which, as you can guess, is very primative (clicks whenever you take a step, horrific screams whenever someone gets hit, etc.). I personally find it charming, but I can understand that it wouldn't appeal to everyone.

That aside, I'm glad you liked the game! :)

Curses! I was hoping that no one would notice!

(In all seriousness, I almost panicked when I first saw your comment. I'm glad you liked it! :D )

I'm tempted to submit a game about exploding skeletons just for the joke.

I have a bunch of tiles stored in a single label (like a spritesheet). I'm using loops and ID numbers to identify and retrieve sprite information for each tile from the label, like so:

# ve is the ID of the tile that I want
i := tileset
vc := sprite_size
vd := 0
loop if vd < ve begin
  i += vc
  vd += 1

I was just wondering if there might be a more efficient solution that I could be using. Especially if the data I want is further down the list.

Oooh, this sounds awesome!

I think so. Gonna try moving the graphics data. Thank you!

I am close to writing off my game as "complete." However, a new bug has reared its head in my previously perfectly working code, and I have no idea how to squash it.

In general, the game is working perfectly fine... until you get to the Game Over screen, at which point it just freezes/crashes (you're supposed to be able to press a button to go back to the start of the game). If I remove the screen, then it just loops back to the Title screen as normal.

It's not like Game Over was causing any issues before - As far as I can tell, it just decided "Eh, I don't feel like working anymore." I suspect that it may be because I have made my game too big for the engine to handle.

Okay, I don't have anything else to say that is either productive or helpful, so here's an image of the code for Game  Over.

And because I am desperate, here is an 8o file for the game.

Do you think you can explain how the "random" function works/how to use it? I've read the manual and tried to look through the code for Garlicscape, but I can't wrap my head around it.

As someone who has not watched Akira, I gotta ask, why does selecting Tetsuo result in an instant Game Over?

I've settled on the idea of making a microgame collection (i.e. Warioware).

My biggest worry is that I don't know exactly how much I can fit in, especially since this is my first time working with the CHIP-8 and its extensions. Guess we'll just see how that goes...

That was sort of the feeling I was hoping for. And thank you!

I'm glad to hear you enjoyed it!

To answer your question, it is possible to die, but I might have made the game too easy (not accounting for the secret fight that is literally impossible). If you do die, the game warps you back to your apartment, minus any items you used.

The gameplay and graphics, I feel, are solid. I felt like I was slowly crawling through the dark caverns, hoping I'd find my way out. If I may have just one complaint: the one section that combined the use of falling rocks and temporary platforms felt somewhat random, in that if you don't start it at just the right timing, you'll either get hit by a rock, or you'll fall to your death while avoiding getting hit by a rock.

I like the idea of having a physical spellbook that I need to read through in order to cast spells. That said, I couldn't tell whether or not any of the spells I cast were actually worked, because there was no feedback aside from the windsock occasionally pointing in a different direction. I ended up just typing random words from the spellbook and hoping that something good would happen.

Wow, this is actually a really cool concept! I definitely would like to see more of this, although I found having to restart the level upon taking a wrong step to be somewhat annoying.