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.
Selene
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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.
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.
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.
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.
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.
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.
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
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
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
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.









