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Selene

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A member registered Apr 30, 2025 · View creator page →

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I assume you mean in phase 1?
Each of the three phase 1 attack are telegraphed with a different visual or audio cue depending on the attack, at least 0.5 seconds before it could hit you, even if you run directly at it.

I have also previously made changes ensuring that the hitbox of the teeth is sized so that it can be dodged from any position in a hallway, even the middle of a a vertical one.

As soon as you hear the sound of the teeth appearing, hold either left or right, and you should be able to consistently dodge them.

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Sorry, I somehow only saw the video hint

perhaps, but not in the bunker...

Or looking for MORE INFORMATION on the itch.io page

ok, thank you!

I also tried to balance the hands a bit more, like I said the time to react from when the sound cue plays increased, and I decreased the time it lasts by ~25% 

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is the damage revert only happening on the .zip version? because it's not happening during testing anymore, so I can only assume it's something about it being .zip

The hands should always will come from the direction you're running, and the 'laugh' sound cue should always play roughly half a second before the hands can hit you, even if you keep running directly at them. They are being changed slightly so there is more time between the sound cue and first possible hit.
Are they behaving differently for you?

The only thing I can possibly think of that might be causing the damage reset is that the options menu is somehow open but invisible during gameplay and it's somehow being navigated to damage and reseting it??? I'll add some failsafes to try to prevent that but otherwise I have no idea what could cause that.

thank you!

I've recently updated it so that FRIEND takes 1% more damage per turn, capping at 999. Which, when I was testing, makes the fight last almost exactly as long as the programmed order of new attacks, before they randomize

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ok thanks

Should be fixed I think

to clarify
when using the basic start, going through the intro scene, and starting the maze, are there no attacks, does the maze itself not load, or both?

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There should be a list of things that will be changed in an update soon on at the top of the description page, which addresses most of the things you've described.

I'm not sure what could be causing the doubled menu inputs, it should wait 0.1 seconds after registering one input before it begins waiting for another, I'll look into that.

EDIT
Game has been updated

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.

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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

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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.

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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.

.

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.

maybe you need to be looking for more information

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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

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

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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)

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?

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.

reload the page

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I know it's been a while, but I've just updated all of my DR fangames to add/rebalance a few things.

Among other changes, the RNG for damage taken has been significantly reduced to ± 2.5 damage, down from ± 7.5, and the RNG for the 'falling snow' attacks has been reduced.

Hopefully this helps with the issues you encountered.

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Thank you!
I can change how the warning lines work for the final attack pretty easily, so I'll do that along with a few other changes I'll be making to all of my DR fangames in the roughly the next week (WASD support, reducing RNG for damage)

Additionally, as part of said update, I can nerf the 2nd shield attack, so that there is more space between the falling stars, and RNG shouldn't be able to make non-dodgeable patterns anymore.
As for the other star/slash-based attacks, they are mostly routing-based, the stars will move outwards randomly, but always home in on the player after stopping, so it takes a bit more planning to avoid.

For the menu, I'd previously tried to make it harder to accidentally go onto Kris's side. If you just held down [<]/[>], you wouldn't ever go into Kris's menu, you would have to release, then re-press [>] while on defend to get to their side.
I'm not entirely sure what would be causing menu delay, but I'll look into it.
If you have a better idea for how to avoid accidentally going into Kris's menu, I'd be glad to hear them.

I'm glad you liked it overall, and I hope these changes will improve the experience!

Unfortunately, I still haven't been able to recreate this, so I don't know how to fix it.

It sounds like Kris and Susie's maximum HP gets altered somehow, but I'm not seeing anything that would cause that.

Is what happened that you used Overheal, then later Hope, and immediately after Kris's attack ended on the turn you had used hope, they went down. Then you restarted, only to have healing items/spells no longer function?

Because that's the situation I've been trying to replicate and items/spells still heal for me.

I'll keep trying to find out what's causing it, but as of now I have no idea

Could I please have a little bit more detail on the circumstances around this?
(stuff like "is this a re-attempt", or "how far into the fight were you", etc.)

I've never experienced this, usually when either Kris or Susie's HP goes past 0, you get a game over screen.

If I can figure out what caused it, I can fix it, but with the given information, I genuinely have no idea how that happened.

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I finally figured out what causes it, it should be fixed soon

the issue was that when you lose, a lot of things reset to get ready for the next attempt, one of which being the background.
For some reason, when the background reset, it stopped regulating the layer it was on, and other sprites were able to move behind the background layer when certain actions were taken

ok so I know what causes it now

I may be stupid

when you die, it triggers a broadcast that causes a lot of things to stop / reset, one being the background, since it blacks out during attacks, and I wouldn't want it to start blacked out

for whatever reason, when the background resets on death, I had made it STOP REGULATING THE LAYER IT WAS ON, which allows other components to move behind it when specific actions are taken.

it... should be fixed in ~10 minutes

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thank you for letting me know, also thank you for being very specific with the description of how you encountered the problem, this issue has been brought up before, but I was never able to reproduce it due to lack of information on how it was triggered

I will fix it as soon as I can

Sorry you didn't like it

I'll try to address/explain some of the issues you mentioned:

I have never once experienced lag while making/repeatedly playtesting the game, so I'm genuinely curious as to what you're playing this on?

Defense does work, it reduces damage by either 10% or 15%, I forgot which.

This is supposed to be very hard on purpose, arguably the hardest of the DR fangames I've made, since you're Ralsei, going against post-"become stronger" Noelle.

she 3-4 hits you on purpose, but you also have a buffed [heal prayer], which restores ~200HP, and you should have enough TP to cast it every turn if necessary. 
the strategy I use is just stall until I have enough HP that I'm confident to [trancebreak] or [fireshock], depending on which you're going for.

As for the hitboxes, the attack hitboxes are exactly the sprites as shown, the SOUL hitbox is a circle that you can see if you hold [x] during an attack, it is slightly smaller than the sprite for the SOUL.

You also mentioned the SOUL moving by itself sometimes? That's also something I've never encountered, but it might be inputs being delayed by lag, which again, I've never encountered, so I don't know.

I've personally not had significant issues beating this, but I also designed it, so I practiced a LOT while making it, which probably gives me a bit of an advantage, but I can assure you that there are, while I can't confidently say none, at least VERY few situations where damage is unavoidable with enough practice.

Again, I'm sorry you didn't like it, if I figure out what caused the lag, I'll attempt to fix it

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edit

3/4 of my other DR fangames, one of them has two slightly different endings

This would be a good idea

unfortunately it also means ~70 more Susie sprites, and significantly modifying the existing setup I have for how animations play

I might do it eventually, once I finish my other current projects, but it wouldn't be for a while

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Thank you for letting me know
I will fix this

Should be fixed now

it should be fixed now

uh... no

to confirm, you died to the screen-spinning attack and now it's stuck partially rotated?

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yeah I can do that

the reason I initially didn't was because in it was originally a this-one-specific glitch that I patched, but didn't want to just cut off what some people used as a lifeline

also infinite TP kind of trivializes some, like the Normal route Susie one. and might not help in others, like the Weird route Susie, given your limited menu time

TP hasn't ever really been an issue for me in Free_her, the problem I had with that was just- not going from full HP to dead in one attack

edit- 't' cheatkey has been enabled for all fangames except Free_her, I'll probably do that one too at some point, will update again when I do

song name should be in the credits section of the menu, I'll also put it here:

I

Thank you! I'm glad you like them!

I've tried to mitigate the issue described in Normal route Susie fangame, in the current version, you have to release [>] on the defend key before pressing it again to go to their menu, while in previous versions, you could just hold [>] for too long and accidentally go to their side.

if you have any recommendations for things I could change to further make it harder to accidentally enter Kris's menu, let me know.

Thank you!
I make these because I enjoy doing it, so there's no pressure!