For more Deltarune Master Mode, subscribe and ring the bell to keep up with any going-ons! [Edit 8/6/2024] Don't worry, this build probably bothers me as much as it bothers you. This is a pre-alpha build that predates the awful V0.1.0-Alpha / "Cibles build" that was never publically released, and is becoming more outdated with time.
@@dylanzlol7293 2 -> Doable. Simply wasn't on my mind. 1 -> Bit of an odd story. They're placeholders anyway, but the idea comes from... some of the Kingdom Hearts games' "Final Mix" editions having recolors of all standard enemies. Imagine that same treatment but for every enemy in Deltarune. Trust me, it's a high and mighty order for someone who can't draw to draw new assets lol
@@47northm It's a reference to harder versions of some harder versions of Kirby bosses being labeled as "EX"! But we never know, even me. Mod's still a pretty early draft!
@@dylanzlol7293 i dont really think so, the games i usually play have absolute trash stats on healers. my healers usually are the tankiest because i build them that way since the whole team's survivability relies on the healer. deltarune doesn't allow for much team building though and the healing is crap so ralsei just sucks.
@@RainbwSpctrm In my un-proffesion internet commenter opinion the attack is harder now, but also less interesting (it looks really cool though) weaving in-between the hearts was always really satisfying, maybe you can bring idk how, but maybe you could be thinking about ways to make that aspect of the attack more difficult
Oh I have an idea: make each of the hearts have an elliptical orbits so they kind of go away from the center all at once and approach it the same way, if you can that is
@@RainbwSpctrmPerhaps for the other chapters you could go with other Kirby naming schemes (like for example, Triple Deluxe uses the word "Deluxe" for its harder bosses instead of "EX")
Oh it's even spicier than that. _What if I told you that, while not elaborated on within the mod itself, Dimensional Jevil is a fusion of the two?_ _And that Queen will ALSO be in a similar vein?_
Oh man. I can't wait to play it! (Though like I did with my playthrough of the bleeding mod, I'll probably cheat a bit by editing the save files and "leveling up" the team, so to speak.)
Hey, all fair- I can't tell ya how to play! I don't mind cheaters, it's single player after all. :P (The man who speaks in hands might be able to though, don't tick him off, ha.)
A new and harder Jevil too? Maaaaayhaps. Be sure to subscribe! More on the mod coming this way! (Of course, the occasional other videos unrelated to DR as well, but it IS my main topic at least!)
Maybe with the susie and lancer fight susie could use rude buster it could maybe work like some bomb attack that has a warning then she uses it and it explodes into 4 slashes it could just look like the effect that gets shown when susie uses rude buster on enemies to make it easier to add in.
Oh, I was expecting more attacks to not look the same, although Q. Round flying with stars does add a lot and it seems to actually make it harder, I guess Lancer also has that Spade Rain with more, and King's Chain of Justice is faster, but aside from that are the other attacks going to get changed in the future ? As for Jevil, what you did with the Club and Heart Bombs looks interesting... also, that's one more DevilsKnife rotation than normal you sneaky sneaker...
Here is an idea for some attacks for the game The jevil knifes attack they always go to the same direction so how about after they go through each other the direction gets changed And for clover if you want to act instead of fight all options says random topic so the changes of getting what you want to spare clover are low
Personally, i think some attacks with lancer EX and king EX could be faster or have more projectiles during their respective fights to really show that this is master mode. For the suzie and lancer EX fight, suzie could throw more axes or even use rude buster on you in one of the attacks where its just lancer attacking. Otherwise, excellent job
I wholly forgot Susie when she attacks solo, admittedly. I had the idea too actually! More chances to throw axes, and they fly faster. She does actually do that when teaming up with Lancer, in fact! As for King EX: He's already buffed in that regard, but I may buff him and his son even more actually, ha.
@@RainbwSpctrm that's fair. I'd love to see what it's like when it's finished because ngl it looks so much harder. Also, that jevil fight got me quaking. I'd not like to fight that because damn those attacks are fast. Love the work and I love the fact we were thinking the same ideas. Good job and I can't wait to try it in the future
Considering how easy Chapters 1 & 2 are, there is a lot of potential to make some really fun and tricky bullet patterns! I would love to see remixed attacks and more layered patterns, like how you spiced up Jevil’s heart attack. Really cool mod! (Also, I’m assuming Jevil’s name and color palette is a reference to Dimentio from Super Paper Mario?)
It absolutely is! (In regards to Jevil) I've reduxed a few other bullet patterns. Namely, some of the enemies comes to mind, specifically Bismuth Bloxer (Bloxer replacement) and Royal Hathy (Hathy tier above Royal Hathy). More details about those on my Twitter and Discord!
It seems only dimensional Jevil is actually greatly different. Lancer EX and K round EX are just the same, while King EX is nearly the same. Biggest difference honestly is Rouxls
A lot is actually changed under the hood, but at the end of the day, it's an early build. Further changes are slated once the mod starts going past V1.0.
Funny thing is that the _regular monsters_ are more unique in that regard. A few, anyway. Ultimately, still kinda afraid of trying to make more extensive edits to boss patterns, I'm still learning how to code. Got at least one or two ideas though!
This is looking absolutely sick. Can't wait since this is looking like one of the best Deltarune mods I've ever seen. Actually, the can't wait part was a joke. Please take your time since I'm sure this project is gonna need a lot of time and effort to finish and I don't want you to overwork yourself :)
I really want to show more of his Dimentio side tbh. It's not said explicitly in the mod, but he IS actually a fusion of the two! Fun fact that I wanted to toss in a bit of Marx in there too, but the design might've started getting cluttered by that point.
@@RainbwSpctrmif Marx is your idea, why not use a black hole with the devilsknife? (Sucks you into the middle, hitbox is the middle of the box after you move away, 75 dmg. Per party member.
Boss timestamps 0:01 Intro and Lancer EXTREME (can't be spared or defeated, but you can outlast) 1:23 Q. Round/K. Round EXTREME. (Has more MERCY hp than K. Round, also doing more damage) 4:00 Susie and Lancer EXTREME (Lancer has more HP and more MERCY HP,) (Im not counting 6:00 since it's more of a cutscene) 7:23 Q. round Redux /K. Round EXTREME Redux 9:00 K. Spade EXTREME (Faster attacks, more damage, more HP) 14:11 Dimensional JEVIL/ JEVIL EXTREME (UP AND DOWN AND UP AND DOWN AND SEND MORE HP TO THE CLOWN UP AND UP AND DOWN AND UP AND DOWN AND SHOOT MORE SHOTS FROM THE CLOWN!)
Honestly I loved the concept, I always wanted to play deltarune with more challenge and this is what I needed most It's amazing how you went to the trouble of changing all the Boss sprites even though most of them are just different colors but it shows that you're putting your heart into it Some attacks are different and others are just faster which I think is perfect I don't want to play something as difficult as a Sans fangame, some improvements to some attacks and this is perfect! Good luck with the project, it has a lot of potential to go up and don't worry about the hate you're getting, they don't know how to give constructive criticism instead of insults... Looking forward to the release and even chapter 2!
Hey, thanks for the feedback. It's all still early, and actually, a faaaair lot of this is still WIP. Honestly, think of this version I'll be releasing sometime soon as like, a wooden wireframe. Most of this is to be overhauled around the post-1.0 releases. So, think like 1.1, 1.2 or w/e. There's some folks interested in collabing on this as well, and two even already are. Dimensional JEVIL's spriter and designer specifically; two separate folks by the way. Rudinn EX also has new sprites being made by the pixel artist who did Dimensional JEVIL's sprites. Someone's also making an original theme for him as well, by the way! Ultimately though: Most of this is me. Some ordinary guy who's still an amateur, fairly regularly consulting GameMaker documentation for functions unfamiliar to me. Early on, I didn't even know what custom variables were, ha. I still don't know a lot of stuff like indexes/arrays, siners, all the various draw commands, etc. The majority of this? A guy who is ultimately still in the opening act in his programming escapades. I'd think more than anything: People who spew hate as part of their common activities are troubled people. People with rough histories, done wrong by people, wrong places at the wrong times, possibly unloving parents with bad practices. At the end of the day though, it's no excuse to just forgo compassion, care or at least understanding other people's limits and abilities. Life's worth living, yeah? No reason to go about it with a cold mindset!
It's the ShinkoCavy MIDI cover of The World Revolving, so yeah. The theme's getting replaced whenever I can arrange for that. Plan for that is TWR with a slight Ultimate Show motif. I had to settle with this placeholder for the time being.
My ratings of all the bosses: Lancer EX: 0/10 (Unless i'm blind, seems unchanged? Maybe he just does more damage but you don't get hit enough for me to tell) Q. Round: 4/10 (Basically just attacks faster, which lets it overlap it's attacks, usually I hate this in bosses, but Kround is easy enough that overlapping works for it.) Susie & Lancer EX: 3/10 (Again, lancer's attacks seem unchanged but susie's attacks are a lot faster.) Vs Susie: this is an interactive cutscene I'm not rating this (I do like how it's ironically harder to take damage now) Q. Round 2 (hehe get it): 4/10 (pretty sure it's unchanged from round 1, but it's actually easier now as it takes 20% per turn instead of 15%) King EX: 8/10 (The first boss to be sufficiently changed, he hits like a truck, and his attacks need way better reaction time and precision, though I have to say, the attack at 11:40 might be a bit overtuned.) Diment- wait this is jevil Jevil: 9/10 (It's a shame we cant see the entire fight yet, as it looks really polished (i love touhou) The person everyone mispronounces the name of: 11/10 (he's been taking lessons)
Few misconceptions! First Lancer is changed, just not as dramatically. I do have a few ideas in mind but they probably don't translate well to actual challenge Q.Round... main idea I had for it is, "More chances to attack, more bullets when doing so." Its magnificent jump also has a few extra homing bullets. Susie/Lancer EX... okay this one's my fault. I wholly forgot Susie once I was recording the footage. I had the idea that she'd throw axes more frequently for her solo attack with considerably higher speed. Yeah, once I got around to the main events so to speak, I started to hold back less, and went with the ideas: "Okay, King EX should be kind of ruthless. Dimensional Jevil, make him outright maddening." Note that these are the bosses _in their current form._ Ironically, some of the standard monsters are more elaborate, I was more confident modifying their code and bullet patterns than I was the bosses, ha. Things'll be looked into in later builds, hopefully by the base V1.0 release! I appreciate your honesty, it'll go a ways in helping touch up on things!
@@HaphazardousSpace Indeed. Happens several times during Dimensional JEVIL too, to varying degrees. The faster the SOUL speed, the more hectic I can make attacks.
Could you add an option to revert the sprites back to default? Theyre not bad, they simply kinda bother me for characters like lancer jevil and king who are real characters and not just regular enemies Also, a great part of normal Jevil's Heart Bombs attack is that optimally grazing it requires you to awkwardly go in the middle of the bombs through the openings in the sides and the way its designed now in this Master Mode build makes that impossible which kinda gives it a lower skill ceiling, doesnt it? Maybe make the hearts just rotate faster, or be a circle of 5 hearts roughly the same size so that squeezing in is harder, or they just travel really fast, or maybe multiple of those ideas combined? also, even more minor nitpick than those 2: could be there be a 30 fps version? i just think deltarune in 60 fps looks extremely weird, even if im probably the only person who has an issue with it... all in all though, ive been following this mod very closely since the initial trailer and im pretty excited for it to drop! keep improving it to be the best it can be! =)
Yoooo this is sick!!! Edit: what the hell when I wanted to make a similar mod (before this was even announced) I ALSO wanted to make K. Round purple I know this sounds ridiculous, but I really came up with a lot of the same things Also, if there’s gonna be a new “generic battle” theme, you can call it “Red Buster”
I'd like to do that for Q.Round's first attack actually, we're on the same page! But I'm still getting accustomed to GML, the language the game is coded in.
A bit of Kirby hard mode in there yeah, but the repalette idea... actually came from the "Final Mix" versions of some Kingdom Hearts games! The Kingdom Hearts games that have FM versions recolors most, or every, regular enemy!
On one hand, the "Vs Susie" fight is meant to be emotional and not a real boss, as Lancer even gives up after a few turns. Would be interesting to see it redone as more of a challenge though.
Funny you mention that...! He got a minor buff, in that his 4th turn has a slightly weaker version of the spade suit bombs that Jevil uses against you! Otherwise though, he starts refraining from 5th turn onward. The battle overall is one turn longer.
That could work! Alternatively, I was considering that instead of moving up and down a bit before driving, he'd actually aim towards your SOUL before driving.
Suggestion: if possible, perhaps certain bosses could have new bullet patterns? If anyone would made a list for something like that it would be king and jevil. OR the bullet box could be smaller, making it tougher to dodge. That alone would skyrocket the difficulty
@@AAAAAAA197-ux4xi Honestly, my favorite stuff in the mod so far is the stuff _not_ by me, ha. Dimensional JEVIL and his designs and sprites aren't me; it's two others who offered to help in that regard. Rudinn EX and Queen also have some new sprites with new designs made for them, albeit unimplemented rn.
I would, but regardless of doing Pacifist, Neutral or No Mercy, Ch2 gives you all Ch1 recruits anyway, and I'd love to retcon that, but I'm afraid of going about it with a band-aid approach. At the end of the day, still learning GML! (The language this game is coded in)
I made sure he had his due respect in this day and age Wait 'til you see Queen EX! She's ALSO a reference to another beloved character from another game! (Sprites already exist in my server too)
It does, in fact! Long story short that a 60 FPS mod exists, it's only for chapter 1 unfortunately, and it was for an older version. I went ahead and ported that myself to the latest mainline Steam build, 1.10 or 1.09 I believe? (This may cause problems for the mod once Deltarune Chapter 3&4 is released, but I'll find a way to make it work!)
I really like that bosses has EX after their name like Kirby's ex mode! Maybe you were inspired from it, am I right? So, I have a question for you. Do you have a plan to make a soul boss like The True Arena from Kirby games? Like "(insert deltarune final boss's name) soul", the final boss with new phases, new attacks, and new theme. I think it is a little too early to think about it, but it would be fun to have a boss for mod like this. (Sorry for bad English, my first language isn't English so...)
Hey, you're good. Honestly, that's an amazing idea! Right now, my current skills don't allow for much, thus the bosses being a bit simple, but- the full game's prolly coming out within the latter half of the decade, so hopefully I've either learned new tricks or have new faces on board helping me with this. Whether the final boss is the Knight, the titans or the ANGEL'S HEAVEN, I'd love to make a "Soul" version of them!
Oh thank you so much! I hope your project will be a success! also, could I make a Japanese translation patch for this mod if it released? I like translating text from my favorite games written in English, song lyrics, etc... so I would like to make a Japanese translation of your mod if you don't mind
Imagine if on this mod, trying to die to Lancer (vs. Susie) is even more difficult instead. Edit: Wait, did you actually do that? I looked in the video and noticed the bullets moved out of the way faster.
To my recollection: Not implemented right now. Though, dying to Lancer during Vs. Susie miiiight cause bugs? But I'm not sure. Even if it doesn't though, the last save is all the way back when Lancer temporarily joins you and that might be annoying to replay, so I might add a save point to Kris' prison cell.
To fight you now have to take more action, the team takes more damage (only JEVIL seems to have forgotten to adjust the damage) Attacks are faster, ok, makes chapter 1 as difficult as chapter 2 maybe?
I've thought on it honestly. Ultimately, at the end of the day, it's still Lancer, it's still Susie's friend, and I don't want to change the narrative with that fight too much. I'll at least consider a way to make it work, I do have experience with literature/storytelling, but I'm no Toby Fox at the end of the day.
I wanted to do that actually! But whatever code is set for laying out the spades isn't super clear to me, so I instead settled for making him more ruthless with moving the battle box around.
In the future, everyone's probably getting unique sprites like Dimensional JEVIL. However, his sprites aren't my doing, but someone else aiding on the mod. The rest, all me. Pattern modifications and repalettes. The explanation: Two other games. Kirby EX modes where enemies sometimes take on new attributes, including new palettes. The other, the "Final Mix" editions of some Kingdom Hearts games that repalette every standard enemy and some bosses. That route's temporary though, and there's no in-game explanation for it honestly.
i pray that for this, if the darkners change as well and not just the bosses... that you'll do something like what ut:hard mode did, and have like, ruddin and hathy change into ruddin ranger and head hathy, like how froggit and whimsun became final froggit and whimsalot, and so on. same thing with like... werewire becoming werewerewire. it just makes sense, ya'know? (on a side note, this looks REALLLY promising! harder deltarune that ISN'T ridiclously unfair, it seems really sweet, and i hope this project goes SUPER well)
Oh, that sorta-ish happens. Some enemies are new (Well, most of them), but at least one gets replaced with its harder vanilla counterpart. See, I COULD replace Rudinn with Rudinn Ranger, but I also wanted to keep what makes Rudinn unique in regards to attacks. Ad lib for most of the other enemies, so the majority of them are instead modified versions of their vanilla counterparts. As for Werewerewire specifically: That IS technically doable, but that enemy's basically a miniboss; two of them right after being introduced to Queen is kinda unfair. Werewire's probably getting replaced with a less potent take on Werewerewire that uses the same patterns but more tame stats. I'm glad things are looking good to you! As well though, there is still more work to do before I get the public beta for Master Mode Ch1 out, which while I WILL do Ch2, this beta will only contain preliminary changes planned for Ch2. (Enemy stats mainly)
@@RainbwSpctrm mmm was kinda hoping for some werewerewire rage torture while trying to do chapter 2 master mode but oh well. but, hey, at least youre being more original with concepts instead of the lazy route, i'd do the lazy route if i did this! but, hey, good luck with this mod! dont try overworking yourself though, i have enough experience that it doesn't end well if you try doing projects too much, too quickly which um- again, good luck! :)
In more ways than one, ha. Of course, it isn't being explicitly stated in the mod, but behind the scenes, Dimensional Jevil is a fusion between Dimentio and Jevil! _(Who says an all-powerful jester can't exit his home reality, heh.)_
Looking into it, I think the timing window's been increased to 2 frames. Note that I integrated the 60 FPS mod into this, but I didn't make it originally.
Funny you mention fusion... (Not stated or showb ingame, but that did actually happen, just the other way 'round and a bit less willing on Jevil's end.) I'm a bit surprised this old video's still getting comments too, this build's a BIT rough imo, mod's evolved some since then.
Wait 'til you see Queen EX (pending name)! She's ALSO going to be a reference to another robotic character! (You can see that on my Discord server, ha.)
Fairly so, anyway! Stuff's been fixed that either breaks the balance in player's favor or the boss's favor. Other fixes too, one enemy even got a more unique pattern upgrade!
Not ready, there's some glaring issues to patch up before the public beta release. Notably, King EX is crazy punishing towards the later turns, and Bismuth Bloxer had an unfair bug with one of its patterns. A few small features unimplemented too, and I want to get this beta release right. There'll be a video stating the public beta release when that's out- so subscribe for that so you don't miss it, yeah? (This beta will only contain Ch1's changes planned for the full V1.0 release, and preliminary changes for Ch2.)
I think that recolor is not needed. Many bosses are just a bit faster verdions of themselves. No old attack expansions (I think that is the most important thing for master mod). It's not really important to add new attacks. This mod at first look like it can give you new experience if you have skills in Deltarune, but it's not. I'm not hating this mod, I'm just saying that this is just pre-alpha version and it's really needs to be updated so much. Good luck and don't cancel this mod creator.
Thanks for the critique. Honestly I only know the basics of GML, like say, custom variables and physics-related builtin values. Stuff like speed, friction, gravity etc. And I will admit, rewatching my own video, yeah this is an alpha at best, and yet I've been calling it a beta, ha. I've got a few plans written down, just need to pick up the knowledge to execute them. Q.Round for example, I want to add shockwave bullets for its standard stomp attack, much like what the electrical plugs spawn in the overworld in Ch2. I've been given ideas for new Dimensional JEVIL attacks too that I want to implement. I'm considering getting into pixelart too, because while I'm somewhat chill with the recolors, which have been compared to Kirby "EX Mode" enemies and bosses, and I myself compare them to the "Final Mix" version of Kingdom Hearts enemies, yeah there's a lot more to be desired.
@@RainbwSpctrm thank you for your answer! I'm just trying to give you some motivation for mod developing. I just really would play this mod if it will be good. Don't give up and grade your skills. Good luck!
@@125friends8 Oh, we good then. These past two days have been very bothersome for me, my apologies. Sadly, we are trying to do away with recolors, because liking them seems to be the minority vote, and I've come to see them as a bit lazy myself.
For more Deltarune Master Mode, subscribe and ring the bell to keep up with any going-ons!
[Edit 8/6/2024]
Don't worry, this build probably bothers me as much as it bothers you.
This is a pre-alpha build that predates the awful V0.1.0-Alpha / "Cibles build" that was never publically released, and is becoming more outdated with time.
1. Why do bosses change colours?
2. Why not make lancer's first fight slightly longer?
@@dylanzlol7293 2 -> Doable. Simply wasn't on my mind.
1 -> Bit of an odd story. They're placeholders anyway, but the idea comes from... some of the Kingdom Hearts games' "Final Mix" editions having recolors of all standard enemies. Imagine that same treatment but for every enemy in Deltarune.
Trust me, it's a high and mighty order for someone who can't draw to draw new assets lol
Why give king and lancer an ex instead of making their names stay the same like in undertale
Wow you made this? Great work!
@@47northm It's a reference to harder versions of some harder versions of Kirby bosses being labeled as "EX"! But we never know, even me. Mod's still a pretty early draft!
Finally, Rouxls got his puzzle degree from Papyrus.
Just needs a plate of cold spaghetti for Kris to shatter their teeth on and then we'll really be in business
Also needs some of that magic invisible glass stuff and conveyors
He need to learn how to make ball puzzles from martlet
"Huh? This is quite easy"
*Gets hit and almost fucking dies*
"Nervermind"
Small price to pay for being the worst party member in the game (This is a Ralsei slander comment, oh my god he dies all the time in vanilla even)
I really dont think being able to heal is a good excuse to have low hp
@@OrbitalAnnihilatorRagnarokiirc, games usually give higher hp to healers because theyre weak
@@dylanzlol7293 i dont really think so, the games i usually play have absolute trash stats on healers. my healers usually are the tankiest because i build them that way since the whole team's survivability relies on the healer. deltarune doesn't allow for much team building though and the healing is crap so ralsei just sucks.
@@RainbwSpctrm usually ralsei gets downed in 2 hits from jevil, now be must he getting oneshotted 😭😭
14:54 It's like it just got easier
IMO: It's harder than the original behavior. But, this is still an early build, and things are still subject to change.
@@RainbwSpctrm In my un-proffesion internet commenter opinion
the attack is harder now, but also less interesting (it looks really cool though)
weaving in-between the hearts was always really satisfying, maybe you can bring
idk how, but maybe you could be thinking about ways to make that aspect of the attack more difficult
@@JonathanMeyer-o4m just make the 4 hearts spin in a much larger circle, and faster
Oh I have an idea: make each of the hearts have an elliptical orbits so they kind of go away from the center all at once and approach it the same way, if you can that is
I really like what I'm seeing, it looks harder but not stupidly unbalanced and unfair like most hard mode mods. Cant wait to play it
Be warned, most saves don’t heal.
The children yearn for Kirby Ex modes (btw this looks great keep it up!)
Fun fact that that's where Lancer EX, King EX and Rudinn EX get their names from! Kirby's RTDL was a great time tbh
@@RainbwSpctrmagreed
@@RainbwSpctrmPerhaps for the other chapters you could go with other Kirby naming schemes (like for example, Triple Deluxe uses the word "Deluxe" for its harder bosses instead of "EX")
@@toad6453or maybe allies? (Soul melter EX has some cool names)
Kirby has always done hard mode bosses the best of any franchise I know so it's immediately what came to mind for me too
Jevils first devil knife attack could switch direction so if the devil knife goes to the right after the knifes Collide with eachother they go left
as someone who's a big fan of the base game, I can't wait for a bigger challenge!!
I love how they just turned jevil into dimentio from super paper Mario
Oh it's even spicier than that. _What if I told you that, while not elaborated on within the mod itself, Dimensional Jevil is a fusion of the two?_
_And that Queen will ALSO be in a similar vein?_
@@RainbwSpctrmare you saying queen fused with a iPad child?
@@RainbwSpctrm no way shadow queen from ttyd?
What about Spamton?
@@RainbwSpctrm
@@quentonfrancis2616zenith martlet 😬
Oh man. I can't wait to play it! (Though like I did with my playthrough of the bleeding mod, I'll probably cheat a bit by editing the save files and "leveling up" the team, so to speak.)
Hey, all fair- I can't tell ya how to play! I don't mind cheaters, it's single player after all. :P
(The man who speaks in hands might be able to though, don't tick him off, ha.)
@@RainbwSpctrmIdk how deaf people will help
@@Kelseyorangejoe That was a Gaster reference :L
This looks pretty cool. Great job :)
Do I smell another excuse to no-hit Jevil?
A new and harder Jevil too? Maaaaayhaps.
Be sure to subscribe! More on the mod coming this way!
(Of course, the occasional other videos unrelated to DR as well, but it IS my main topic at least!)
Hehe ;)
Maybe with the susie and lancer fight susie could use rude buster it could maybe work like some bomb attack that has a warning then she uses it and it explodes into 4 slashes it could just look like the effect that gets shown when susie uses rude buster on enemies to make it easier to add in.
Oh, I was expecting more attacks to not look the same, although Q. Round flying with stars does add a lot and it seems to actually make it harder, I guess Lancer also has that Spade Rain with more, and King's Chain of Justice is faster, but aside from that are the other attacks going to get changed in the future ?
As for Jevil, what you did with the Club and Heart Bombs looks interesting... also, that's one more DevilsKnife rotation than normal you sneaky sneaker...
Only so much I can do without allocating weeks or months into learning more elaborate coding techniques
looks like an awesome mod, excited to play it
Here is an idea for some attacks for the game
The jevil knifes attack they always go to the same direction so how about after they go through each other the direction gets changed
And for clover if you want to act instead of fight all options says random topic so the changes of getting what you want to spare clover are low
8:11 I just noticed that he is playing on a gamepad
13:51 Bro thinks he’s Dimentio
Wait til you look a few community posts back for the hidden Dimensional Jevil lore...
This looks really good, even in early stages. Pretty challenging, and pretty fun. Good job!
Personally, i think some attacks with lancer EX and king EX could be faster or have more projectiles during their respective fights to really show that this is master mode. For the suzie and lancer EX fight, suzie could throw more axes or even use rude buster on you in one of the attacks where its just lancer attacking.
Otherwise, excellent job
I wholly forgot Susie when she attacks solo, admittedly. I had the idea too actually! More chances to throw axes, and they fly faster. She does actually do that when teaming up with Lancer, in fact!
As for King EX: He's already buffed in that regard, but I may buff him and his son even more actually, ha.
@@RainbwSpctrm that's fair. I'd love to see what it's like when it's finished because ngl it looks so much harder. Also, that jevil fight got me quaking. I'd not like to fight that because damn those attacks are fast. Love the work and I love the fact we were thinking the same ideas. Good job and I can't wait to try it in the future
Considering how easy Chapters 1 & 2 are, there is a lot of potential to make some really fun and tricky bullet patterns! I would love to see remixed attacks and more layered patterns, like how you spiced up Jevil’s heart attack. Really cool mod! (Also, I’m assuming Jevil’s name and color palette is a reference to Dimentio from Super Paper Mario?)
It absolutely is! (In regards to Jevil)
I've reduxed a few other bullet patterns. Namely, some of the enemies comes to mind, specifically Bismuth Bloxer (Bloxer replacement) and Royal Hathy (Hathy tier above Royal Hathy).
More details about those on my Twitter and Discord!
Man that jevil design looks so dope
The artist(s) for the design are credited in the description! They did great with Dimensional Jevil tbh
It seems only dimensional Jevil is actually greatly different. Lancer EX and K round EX are just the same, while King EX is nearly the same. Biggest difference honestly is Rouxls
A lot is actually changed under the hood, but at the end of the day, it's an early build. Further changes are slated once the mod starts going past V1.0.
Most of the bosses just have more projectiles or damage. It'd be cool if u could add new attacks to them so that they're less stale
Funny thing is that the _regular monsters_ are more unique in that regard. A few, anyway.
Ultimately, still kinda afraid of trying to make more extensive edits to boss patterns, I'm still learning how to code. Got at least one or two ideas though!
@@RainbwSpctrmGood luck!
This is looking absolutely sick. Can't wait since this is looking like one of the best Deltarune mods I've ever seen.
Actually, the can't wait part was a joke. Please take your time since I'm sure this project is gonna need a lot of time and effort to finish and I don't want you to overwork yourself :)
If you add new attacks to the bosses, i think a glass box attack for jevil woukd be fitting, since his redesign is based on dimentio
I really want to show more of his Dimentio side tbh. It's not said explicitly in the mod, but he IS actually a fusion of the two! Fun fact that I wanted to toss in a bit of Marx in there too, but the design might've started getting cluttered by that point.
@@RainbwSpctrmif Marx is your idea, why not use a black hole with the devilsknife? (Sucks you into the middle, hitbox is the middle of the box after you move away, 75 dmg. Per party member.
Boss timestamps
0:01 Intro and Lancer EXTREME (can't be spared or defeated, but you can outlast)
1:23 Q. Round/K. Round EXTREME. (Has more MERCY hp than K. Round, also doing more damage)
4:00 Susie and Lancer EXTREME
(Lancer has more HP and more MERCY HP,)
(Im not counting 6:00 since it's more of a cutscene)
7:23 Q. round Redux /K. Round EXTREME Redux
9:00 K. Spade EXTREME (Faster attacks, more damage, more HP)
14:11 Dimensional JEVIL/ JEVIL EXTREME (UP AND DOWN AND UP AND DOWN AND SEND MORE HP TO THE CLOWN UP AND UP AND DOWN AND UP AND DOWN AND SHOOT MORE SHOTS FROM THE CLOWN!)
Honestly I loved the concept, I always wanted to play deltarune with more challenge and this is what I needed most
It's amazing how you went to the trouble of changing all the Boss sprites even though most of them are just different colors but it shows that you're putting your heart into it
Some attacks are different and others are just faster which I think is perfect I don't want to play something as difficult as a Sans fangame, some improvements to some attacks and this is perfect!
Good luck with the project, it has a lot of potential to go up and don't worry about the hate you're getting, they don't know how to give constructive criticism instead of insults... Looking forward to the release and even chapter 2!
Hey, thanks for the feedback. It's all still early, and actually, a faaaair lot of this is still WIP. Honestly, think of this version I'll be releasing sometime soon as like, a wooden wireframe. Most of this is to be overhauled around the post-1.0 releases. So, think like 1.1, 1.2 or w/e. There's some folks interested in collabing on this as well, and two even already are. Dimensional JEVIL's spriter and designer specifically; two separate folks by the way. Rudinn EX also has new sprites being made by the pixel artist who did Dimensional JEVIL's sprites. Someone's also making an original theme for him as well, by the way!
Ultimately though: Most of this is me. Some ordinary guy who's still an amateur, fairly regularly consulting GameMaker documentation for functions unfamiliar to me. Early on, I didn't even know what custom variables were, ha. I still don't know a lot of stuff like indexes/arrays, siners, all the various draw commands, etc. The majority of this? A guy who is ultimately still in the opening act in his programming escapades.
I'd think more than anything: People who spew hate as part of their common activities are troubled people. People with rough histories, done wrong by people, wrong places at the wrong times, possibly unloving parents with bad practices. At the end of the day though, it's no excuse to just forgo compassion, care or at least understanding other people's limits and abilities. Life's worth living, yeah? No reason to go about it with a cold mindset!
9:20 I have a suggestion, you can make the box shorter so you can just move left and right
Not a bad idea! I'll at least test the waters with that one.
i was so excited seeing jevil in the video
The idea to make Jevil's reskin similar To dimensio is great.
And also was that clownpeice's motif i heard in the song??
It's the ShinkoCavy MIDI cover of The World Revolving, so yeah. The theme's getting replaced whenever I can arrange for that. Plan for that is TWR with a slight Ultimate Show motif. I had to settle with this placeholder for the time being.
I love how Jevil looks like Dimentio lol
My ratings of all the bosses:
Lancer EX: 0/10 (Unless i'm blind, seems unchanged? Maybe he just does more damage but you don't get hit enough for me to tell)
Q. Round: 4/10 (Basically just attacks faster, which lets it overlap it's attacks, usually I hate this in bosses, but Kround is easy enough that overlapping works for it.)
Susie & Lancer EX: 3/10 (Again, lancer's attacks seem unchanged but susie's attacks are a lot faster.)
Vs Susie: this is an interactive cutscene I'm not rating this (I do like how it's ironically harder to take damage now)
Q. Round 2 (hehe get it): 4/10 (pretty sure it's unchanged from round 1, but it's actually easier now as it takes 20% per turn instead of 15%)
King EX: 8/10 (The first boss to be sufficiently changed, he hits like a truck, and his attacks need way better reaction time and precision, though I have to say, the attack at 11:40 might be a bit overtuned.)
Diment- wait this is jevil
Jevil: 9/10 (It's a shame we cant see the entire fight yet, as it looks really polished (i love touhou)
The person everyone mispronounces the name of: 11/10 (he's been taking lessons)
Few misconceptions! First Lancer is changed, just not as dramatically. I do have a few ideas in mind but they probably don't translate well to actual challenge
Q.Round... main idea I had for it is, "More chances to attack, more bullets when doing so." Its magnificent jump also has a few extra homing bullets.
Susie/Lancer EX... okay this one's my fault. I wholly forgot Susie once I was recording the footage. I had the idea that she'd throw axes more frequently for her solo attack with considerably higher speed.
Yeah, once I got around to the main events so to speak, I started to hold back less, and went with the ideas:
"Okay, King EX should be kind of ruthless. Dimensional Jevil, make him outright maddening."
Note that these are the bosses _in their current form._ Ironically, some of the standard monsters are more elaborate, I was more confident modifying their code and bullet patterns than I was the bosses, ha.
Things'll be looked into in later builds, hopefully by the base V1.0 release! I appreciate your honesty, it'll go a ways in helping touch up on things!
I believe your movement speed is increased for that difficult King attack to make it easier.
@@HaphazardousSpace Indeed. Happens several times during Dimensional JEVIL too, to varying degrees.
The faster the SOUL speed, the more hectic I can make attacks.
Could you add an option to revert the sprites back to default? Theyre not bad, they simply kinda bother me for characters like lancer jevil and king who are real characters and not just regular enemies
Also, a great part of normal Jevil's Heart Bombs attack is that optimally grazing it requires you to awkwardly go in the middle of the bombs through the openings in the sides and the way its designed now in this Master Mode build makes that impossible which kinda gives it a lower skill ceiling, doesnt it? Maybe make the hearts just rotate faster, or be a circle of 5 hearts roughly the same size so that squeezing in is harder, or they just travel really fast, or maybe multiple of those ideas combined?
also, even more minor nitpick than those 2: could be there be a 30 fps version? i just think deltarune in 60 fps looks extremely weird, even if im probably the only person who has an issue with it...
all in all though, ive been following this mod very closely since the initial trailer and im pretty excited for it to drop! keep improving it to be the best it can be! =)
Theres an unused moving spade attack for JEVIL, you should replace the kings moving spade attack with that.
Any footage of this? TCRF or elsewhere? I wasn't aware of this actually.
Yoooo this is sick!!!
Edit: what the hell when I wanted to make a similar mod (before this was even announced) I ALSO wanted to make K. Round purple
I know this sounds ridiculous, but I really came up with a lot of the same things
Also, if there’s gonna be a new “generic battle” theme, you can call it “Red Buster”
This is pretty damn good. 👍
Cant wait to play this mod!
The Q round jump attack could have some shockwave thing when it lands.
I'd like to do that for Q.Round's first attack actually, we're on the same page! But I'm still getting accustomed to GML, the language the game is coded in.
I like how you gave the bosses different color palettes like actual Kirby EX bosses lol
It reminds me of the Bowser’s Inside Story boss rematches too, it’s so fun! More games need to do this haha
A bit of Kirby hard mode in there yeah, but the repalette idea... actually came from the "Final Mix" versions of some Kingdom Hearts games!
The Kingdom Hearts games that have FM versions recolors most, or every, regular enemy!
I’m excited for this.
hoooo i love me a optional challenge also the desing look awsome
can't wait to try it out (i can take as much time as needed please)
On one hand, the "Vs Susie" fight is meant to be emotional and not a real boss, as Lancer even gives up after a few turns. Would be interesting to see it redone as more of a challenge though.
Funny you mention that...!
He got a minor buff, in that his 4th turn has a slightly weaker version of the spade suit bombs that Jevil uses against you! Otherwise though, he starts refraining from 5th turn onward. The battle overall is one turn longer.
I think it's missed opportunity to make harder version of Q. Round white, like alt color variation.
Purple was decided on because of its history as a color associated with royalty in real world history. White probably wouldn't look too appealing imo.
If you wanna make Lancer's drive by attack harder, perhaps have him wrap around once? :)
That could work! Alternatively, I was considering that instead of moving up and down a bit before driving, he'd actually aim towards your SOUL before driving.
Suggestion: if possible, perhaps certain bosses could have new bullet patterns? If anyone would made a list for something like that it would be king and jevil. OR the bullet box could be smaller, making it tougher to dodge. That alone would skyrocket the difficulty
K. Round literally just went 🟣
I'd love to give Q.Round a more elaborate new sprite, but at the end of the day: A pixel artist I am not, sadly.
Well im glad you’re giving it your best when making these mods, even if they look unpolished 👍
@@AAAAAAA197-ux4xi Honestly, my favorite stuff in the mod so far is the stuff _not_ by me, ha. Dimensional JEVIL and his designs and sprites aren't me; it's two others who offered to help in that regard. Rudinn EX and Queen also have some new sprites with new designs made for them, albeit unimplemented rn.
To jevil and reads the flavor text
Me: oh hello dimento what brings you here
Idea since your adding chapter 2 improvements such as the mercy number what if you added recruits
I would, but regardless of doing Pacifist, Neutral or No Mercy, Ch2 gives you all Ch1 recruits anyway, and I'd love to retcon that, but I'm afraid of going about it with a band-aid approach. At the end of the day, still learning GML! (The language this game is coded in)
@@RainbwSpctrm ok I just really like the idea of recruiting enemy’s
Dimentio.
I made sure he had his due respect in this day and age
Wait 'til you see Queen EX! She's ALSO a reference to another beloved character from another game! (Sprites already exist in my server too)
Bro why the hell does it translate to "I forget"
probably because dimentio is a few letters off from dementia
Can't wait to do this entire mod in hard mode (no new items like wepons and armor, no healing food)
We might get Deltarune master mode ch1 before GTA VI
If not that somehow, then I promise it'll come out before Silksong! (Release date: Year 9998)
The Horse carousell thingy should just be faster.
Is it just me, or does the game look a LOT smoother?
It does, in fact!
Long story short that a 60 FPS mod exists, it's only for chapter 1 unfortunately, and it was for an older version. I went ahead and ported that myself to the latest mainline Steam build, 1.10 or 1.09 I believe?
(This may cause problems for the mod once Deltarune Chapter 3&4 is released, but I'll find a way to make it work!)
Is that a super paper Mario reference from jevil :D
It is!
I really like that bosses has EX after their name like Kirby's ex mode!
Maybe you were inspired from it, am I right?
So, I have a question for you.
Do you have a plan to make a soul boss like The True Arena from Kirby games?
Like "(insert deltarune final boss's name) soul", the final boss with new phases, new attacks, and new theme.
I think it is a little too early to think about it, but it would be fun to have a boss for mod like this.
(Sorry for bad English, my first language isn't English so...)
Hey, you're good. Honestly, that's an amazing idea! Right now, my current skills don't allow for much, thus the bosses being a bit simple, but- the full game's prolly coming out within the latter half of the decade, so hopefully I've either learned new tricks or have new faces on board helping me with this. Whether the final boss is the Knight, the titans or the ANGEL'S HEAVEN, I'd love to make a "Soul" version of them!
Oh thank you so much!
I hope your project will be a success!
also, could I make a Japanese translation patch for this mod if it released?
I like translating text from my favorite games written in English, song lyrics, etc...
so I would like to make a Japanese translation of your mod if you don't mind
Imagine if on this mod, trying to die to Lancer (vs. Susie) is even more difficult instead.
Edit: Wait, did you actually do that? I looked in the video and noticed the bullets moved out of the way faster.
To my recollection: Not implemented right now. Though, dying to Lancer during Vs. Susie miiiight cause bugs? But I'm not sure.
Even if it doesn't though, the last save is all the way back when Lancer temporarily joins you and that might be annoying to replay, so I might add a save point to Kris' prison cell.
To fight you now have to take more action, the team takes more damage (only JEVIL seems to have forgotten to adjust the damage) Attacks are faster, ok, makes chapter 1 as difficult as chapter 2 maybe?
It would be cool if the lancers bike attack shot out projectiles in a circle around it
For vs susie i really think it should be the other way around
I've thought on it honestly. Ultimately, at the end of the day, it's still Lancer, it's still Susie's friend, and I don't want to change the narrative with that fight too much. I'll at least consider a way to make it work, I do have experience with literature/storytelling, but I'm no Toby Fox at the end of the day.
@@RainbwSpctrm oh no i completly agree i mean i just find it a bit weird that lancer gets the pallet swap you know?
*"If UTY had a Master Mode"* 😂😂
- Master Mode Dalv > Dalv the Genghis Impaler
- Master Mode Martlet > Martlet went hostile (by capturing) when first encounter
- Master Mode Baliador > [Expert+] Soulsaber in UT
- Master Mode Starlo > RDD2 Starlo
- Master Mode Gardener > [Reinforced Combat Mode] Gardener
- Master Mode Axis > Axis EX
- Master Mode Ceroba (Pacifist) > Phantasm Mode Shmup
"lol"
- Master Mode (Geno) Martlet > Disbelief Martlet
- Master Mode (Geno) Ceroba > Ceroba Last Breath (Phase 1-5)
- Master Mode (Geno) Axis > Axis NEO
- Master Mode (Geno) Zenith > Disbelief Zenith Last Breath (Phase 1-5)
And kings chain of justice attacks could have more spade attacks
I wanted to do that actually! But whatever code is set for laying out the spades isn't super clear to me, so I instead settled for making him more ruthless with moving the battle box around.
So, are the major changes for Master Mode faster attacks and more damage?
For now. A lot of what's here is, (un)surprisingly, subject to change, or at least tweaks.
Mastering jevil again felt like dream lol
Please make a sort of arena for this once the mod is out “boss rush” style
Oh hell yeah 🔥
Who's Lancer EX? What did he do to Lancer?
Lancer but stronger :L
(Ever seen harder versions of Kirby bosses labeled as "EX"?)
So cool
So cool
There’s no way they got them Kirby boss improvements 😭
Would there be explanations in game why the bosses and enemies are in different colors and suits?
In the future, everyone's probably getting unique sprites like Dimensional JEVIL. However, his sprites aren't my doing, but someone else aiding on the mod. The rest, all me. Pattern modifications and repalettes.
The explanation: Two other games. Kirby EX modes where enemies sometimes take on new attributes, including new palettes. The other, the "Final Mix" editions of some Kingdom Hearts games that repalette every standard enemy and some bosses. That route's temporary though, and there's no in-game explanation for it honestly.
I think king could be called emperor and queen could be called empress
Good catch! I will think on it.
Half of your wish was granted!
@@RainbwSpctrm nice
I CAN DO EVEN MORE THAN ANYTHING NOW!
Wait, Jevil looks like Dimentio! That's both amazing and odd
Is there going to be a chapter 2 to master mode?
@@contrapartidagames532 All but confirmed at this point. Yes, basically.
i pray that for this, if the darkners change as well and not just the bosses...
that you'll do something like what ut:hard mode did, and have like, ruddin and hathy change into ruddin ranger and head hathy, like how froggit and whimsun became final froggit and whimsalot, and so on.
same thing with like... werewire becoming werewerewire.
it just makes sense, ya'know?
(on a side note, this looks REALLLY promising! harder deltarune that ISN'T ridiclously unfair, it seems really sweet, and i hope this project goes SUPER well)
Oh, that sorta-ish happens. Some enemies are new (Well, most of them), but at least one gets replaced with its harder vanilla counterpart.
See, I COULD replace Rudinn with Rudinn Ranger, but I also wanted to keep what makes Rudinn unique in regards to attacks. Ad lib for most of the other enemies, so the majority of them are instead modified versions of their vanilla counterparts.
As for Werewerewire specifically: That IS technically doable, but that enemy's basically a miniboss; two of them right after being introduced to Queen is kinda unfair. Werewire's probably getting replaced with a less potent take on Werewerewire that uses the same patterns but more tame stats.
I'm glad things are looking good to you! As well though, there is still more work to do before I get the public beta for Master Mode Ch1 out, which while I WILL do Ch2, this beta will only contain preliminary changes planned for Ch2. (Enemy stats mainly)
@@RainbwSpctrm mmm
was kinda hoping for some werewerewire rage torture while trying to do chapter 2 master mode but oh well.
but, hey, at least youre being more original with concepts instead of the lazy route, i'd do the lazy route if i did this!
but, hey, good luck with this mod! dont try overworking yourself though, i have enough experience that it doesn't end well if you try doing projects too much, too quickly
which um- again, good luck! :)
Why are there playstation buttons?
at least put the boss music in the desc
looks cool btw
For Dimensional JEVIL? It's the ShinkoNet MIDI cover of World Revolving! Currently a placeholder for now though.
I can update the description, yeah
It’s perfect.
I will like this video, however I will not watch it because I want the surprise of playing it myself.
Cheers.
DIMENTIO ITS YOU 14:14
In more ways than one, ha. Of course, it isn't being explicitly stated in the mod, but behind the scenes, Dimensional Jevil is a fusion between Dimentio and Jevil!
_(Who says an all-powerful jester can't exit his home reality, heh.)_
red king is awesome
Is it just me or the crit hitbox seems more generous?
Looking into it, I think the timing window's been increased to 2 frames. Note that I integrated the 60 FPS mod into this, but I didn't make it originally.
Did Jevil fuse himself with Dimentio or something
Funny you mention fusion...
(Not stated or showb ingame, but that did actually happen, just the other way 'round and a bit less willing on Jevil's end.)
I'm a bit surprised this old video's still getting comments too, this build's a BIT rough imo, mod's evolved some since then.
turn the almond milk into monster energy
Q.Round got that Platinum Crown
Oh my god jevil is dimentio
Wait 'til you see Queen EX (pending name)! She's ALSO going to be a reference to another robotic character!
(You can see that on my Discord server, ha.)
Is it finally decently hard? It’s finally kind of hard.
Fairly so, anyway! Stuff's been fixed that either breaks the balance in player's favor or the boss's favor. Other fixes too, one enemy even got a more unique pattern upgrade!
Dude thinks it's Terraria and chose the master mod when creating the world💀
You misspelled mode btw
Mod(e)
@@blu3m0nkey Plus I don't even own or hardly know anything about terraria either lol, OP's comment missed the mark
Clover deserves some EX love
so is the only change more damage?
Nope
@@RainbwSpctrm ah ok
What about spamton neo?
Chapter 2 is still being made
The true deltafell
Where can I download the mod? I didn’t see a link in the description.
Not ready, there's some glaring issues to patch up before the public beta release. Notably, King EX is crazy punishing towards the later turns, and Bismuth Bloxer had an unfair bug with one of its patterns. A few small features unimplemented too, and I want to get this beta release right.
There'll be a video stating the public beta release when that's out- so subscribe for that so you don't miss it, yeah?
(This beta will only contain Ch1's changes planned for the full V1.0 release, and preliminary changes for Ch2.)
all they did was make the attacks fast?
Negatory. Fair amount of other changes under the hood.
woohoo!!!!!
is that dimentio?????? :O
what if ralsei was named brawl-sei
Почему именины только атаки Джевила, а у остальных просто ускорены но сделано качественно
Потому что так захотел автор мода
@@lokkybojoy [Логично]
@@user-gameshow52 Самые популярные персонажи дельтаруна - Джевил и Спамтон (то есть, секретные боссы).
I think that recolor is not needed. Many bosses are just a bit faster verdions of themselves. No old attack expansions (I think that is the most important thing for master mod). It's not really important to add new attacks. This mod at first look like it can give you new experience if you have skills in Deltarune, but it's not. I'm not hating this mod, I'm just saying that this is just pre-alpha version and it's really needs to be updated so much. Good luck and don't cancel this mod creator.
Thanks for the critique. Honestly I only know the basics of GML, like say, custom variables and physics-related builtin values. Stuff like speed, friction, gravity etc. And I will admit, rewatching my own video, yeah this is an alpha at best, and yet I've been calling it a beta, ha. I've got a few plans written down, just need to pick up the knowledge to execute them. Q.Round for example, I want to add shockwave bullets for its standard stomp attack, much like what the electrical plugs spawn in the overworld in Ch2. I've been given ideas for new Dimensional JEVIL attacks too that I want to implement.
I'm considering getting into pixelart too, because while I'm somewhat chill with the recolors, which have been compared to Kirby "EX Mode" enemies and bosses, and I myself compare them to the "Final Mix" version of Kingdom Hearts enemies, yeah there's a lot more to be desired.
@@RainbwSpctrm thank you for your answer! I'm just trying to give you some motivation for mod developing. I just really would play this mod if it will be good. Don't give up and grade your skills. Good luck!
I LOVE RECOLORS
JUST A SIMPLE PALETTE SWAP
THE LITTLE BUCKET ICON
I love hating on old versions of people's work that is in pre-alpha either way
Also: That last sentence. No.
@@RainbwSpctrm wait this was unironic I actually love palette swaps
@RainbwSpctrm I promise it was unironic. I just really like palette swaps
@@125friends8 Oh, we good then. These past two days have been very bothersome for me, my apologies.
Sadly, we are trying to do away with recolors, because liking them seems to be the minority vote, and I've come to see them as a bit lazy myself.
@@RainbwSpctrm dang. Hope you start doing better soon. And I'm fine with the recolors leaving. I like the full sprites too, like Dimensional Jevil.
I love ex bosses, one of my favorite genders
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