Undertale / Deltarune / Toby Fox Discussion

I think the biggest thing holding this game back other than the abject troonslop slowly infiltrating is just how much focus there is on shit nobody cares about.
Toby Fox is allergic to focusing on the main battle system of Deltarune and instead we need countless dev hours spent on minigames, more minigames, a whole chapter that is 80% minigame, alternative movement mechanics (a climbing minigame) and of course, alternative movement mechanics (platforming minigame)
Nobody talks about Chapter 3 because of the minigames, those were forgettable.
Nobody really talks about Chapter 4 because of the climbing, that was forgettable.
Nobody is going to talk about Chapter 5 because of the platformer shit, that too is forgettable.
Toby needs to get it into his head that people play Deltarune to play Deltarune, not to play shitty Warioware, Links Awakening, Frogger and Mario.
I kind of disagree. Chapter 3's gimmick felt fine because of the framing of the chapter, and indeed, the Zelda-like game has yet to come up again in future chapters. I guess it's kind of of annoying that ERAM doesn't feel like a "true" boss fight because he's not within the normal mechanics, but otherwise I don't have an issue with it.
The climbing didn't even register as "Chapter 4's gimmick" until Chapter 5 now had one, since it just feels like a basic extension to moving around. "We wanted to add vertical movement and made it slightly action-y so it occasionally pops up in QTE-like events." Sure, I don't see the problem.

Chapter 5's platformer mechanics though I think are kind of problem for the opposite reason you think they are. It's actually decent enough to be the basis of its own game entirely, so having it as a gimmick side mode just feels discordant. If you want to experiment with "side-view action game but with bullet hell enemies" then make an entirely new game, it's too much of its own developed thing to just be a side gimmick for one section of a turn-based RPG.
They didn't even experiment with it that hard since none of the real boss fights even use it except that short bit where you counterattack Omega Flowery.
 
I guess it's kind of of annoying that ERAM doesn't feel like a "true" boss fight because he's not within the normal mechanics, but otherwise I don't have an issue with it.
its a pretty fun fight at the end of a very very interesting(tm) gameplay section full of lore secrets. it doesnt matter that it uses the zelda mechanics because you get a true and honest boss fight soon after with the knight, anyway, and that fight rules. if anything it wouldve been hard to make the eram fight stand out if it used the normal battle mechanics.

chapter 3 may have been a slog gameplay wise but the sword route and all the gaster shit and interesting details hidden in plain sight more than made up for it. chapter 5 might as well be a standalone indieslop game because other than the 2 minutes and 30 seconds of weird route and the beginning of asgores dark world it doesnt even feel like deltarune
 
My nigga Jevil is being done so dirty, Spamtel Aviv gets more rep than the clown fucker, smdh. 😔
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"I CAN DO ANYTHING" except have an important fucking role past the Macaroni chapter.
 
it's too much of its own developed thing to just be a side gimmick for one section of a turn-based RPG.
They didn't even experiment with it that hard since none of the real boss fights even use it except that short bit where you counterattack Omega Flowery.
I think the biggest thing the platformer system is missing is an optional ultimate challenge, something like Eram at the end of the Sword Route. The Eram fight was a highlight of the chapter and it made the Zelda sections a lot more memorable, a similar superboss that tests your skills with platformer combat would have been gnarly.
 
I always figured Jevil was connected to Dess in some way. Or at least, parallels what happened to her.

Of course, this would mean Toby would actually have to answer what the fuck happened to Dess instead of drip feeding clues.
 
Actually, when you think about it, every single Secret/Super (Fuck you Knight, for not being a secret boss) Boss has a connection to one of the main characters.
Jevil is most connected to Kris, being one of his cards that he used to play with. (Also, Aqua, who is clearly based off of Kris, uses Jevil's mannerisms like his repetition and his laugh.)
Noelle is most connected to Spamton, having a history with him (he gave her his pipis once, and she LIKED it) and the weird route connection.
Gerson is most connected to Susie, doing his fuckin disney pep talk shit with her constantly
Mew Mew is most connected to the Soul. (Pink was never actually the one who really wanted to fight at all, that was all on the ghost)
and that leaves Ralsei, being most connected to the fucking Knight. Which I guess makes sense, considering the prophecy and whatever the fuck else he's hiding.

It's possible that Kris when he had his soul actually used to sound like Jevil when he talked. No wonder nobody fucking liked him.
 
Also, on that mario shit, it wouldn't be so bad if tobyfox used his fat stacks of money to hire actual programmers, like, actual computer obsessed huge fucking nerds who jerk off to the size of their github repos and an actual manager to whip them into lead agile scrum networked productivity or whatever the current set of buzzwords are. It would have been very possible to make Deltarune a "larger" game with more crunch, more gameplay and mechanics to it. Alas, he hired tumblrinas and all those can do is to fag up games with endless pronoun shit, faggots, niggers and assorted degeneracy while having a seething resentment for the actual players,
It's genuinely disappointing how few modern RPGs break the generic Dragon Quest mold.
Someone should mod Super Columbine Massacre RPG to be Deltarune themed instead, I think it wouldn't be that outlandish from what the ch5 weird route established.
You could literally just swap out all the charsets but editing the text is gonna be a bitch.
It would probably be easier to just make an RPG Maker game based on that concept from scratch and maybe borrow a few things for consistency.
 
You could literally just swap out all the charsets but editing the text is gonna be a bitch.
It would probably be easier to just make an RPG Maker game based on that concept from scratch and maybe borrow a few things for consistency.
Replace the hell/doom half of the game with slaughtering everyone in Castle Town. Not sure who should be the final boss/satan, maybe Gaster.
 
Note: this only works with lazy fanart

If it's high effort there's a 90% chance it gets like 20 updoots and dies off within an hour of posting
Knowing how fan communities are, I can attest to the veracity of this statement. The more insipid the fanart, the better.
 
It's genuinely disappointing how few modern RPGs break the generic Dragon Quest mold.
I literally never played those turn based, menu RPG games in my life, so chapter 1 was pretty fucking amazing in how it made me feel childhood nostalgia for games I have never played when Field of Hopes and Dreams started playing. And again with A Cybers World, it brought me back to the 90s school computer rooms and filled with a palpable sense of freedom. Chapter 3 almost managed to repeat that with console games, especially with the part of Susie fucking around, felt genuinely a group of friends just fucking around and playing, a real transcendent meta-moment. This level of immersion is what I expect from art and get it like, once a year, so Deltarune pulling it off several times was an amazing return on investment.
 
I now semi-hope that happens, if only because of the fan reaction.
Half of these people would support it because they're insane, the other half would get mad because Kris is happy (and draw Kris getting cucked)

Replaying UT before I play DR proper. Would it have killed Toby to include proper WASD support? Please someone tell me DR actually has WASD movement because this is pretty bad.
Yeah you can map it to WASD at least in DR. Thats what I did, I'm not playing with arrow keys thats stupid.
 
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