We're an unofficial community of fans and a place to share Undertale fanwork.is a video game about a child who falls into an underworld filled with monsters. FIGHT or ACT your way through battles while dodging magic bullet attacks. Every monster has unique attacks and personality—and they’re all in your way.
![Time Time](/uploads/1/2/5/3/125381580/907228595.jpg)
Bad Time Mode is an Easter Egg Mode in Yandere Simulator. This mode is a reference to the video game Undertale. Press U to activate the mode. It cannot be deactivated until the game is reset or the day ends. Ayano will resemble the character Sans. She will have light grey skin with black eye.
You can show them MERCY if you want. You might even make friends. But what will you do if you meet a relentless killer?Undertale is available in English and Japanese for Windows, Mac, Linux, PS4, Vita, and Switch.Undertale is created by Toby Fox, who is a dog.Toby's next project is, a legend whispered among shadows. Deltarune Chapter 1 is a free download for Windows and Mac.Deltarune fanwork and discussion are welcome. Listen, I appreciate the effort but I looked through the source code.The only has three selectable options, the strings 'easy', 'medium' and 'hard'.Even if you somehow were to select a fourth difficulty, say by setting the cursor position variable to 3 (start counting at 0, not 1), it'd immediately crash (or the equivalent in Javascript) because it tries to look up the fourth element in the array of difficulty levels which only has three elements.
Array index out of bounds exception.And even if you call the 'resetGame' function manually with any different value than 'easy'/'medium'/'hard', it's. Hey, developer here.Thanks for all your comments; I found out that it was reposted by a bunch of people mentioning me in this thread. Thanks all of you for playing the game and giving me feedback.
(Also I find it funny that the repost got 4 times as many upvotes as the original post.)I made this game as a sort of quick sketch of an idea about 2 weeks ago. I never really completed it because then I kinda got sick of looking at the codebase and went back to developing the actual game I'm in the process of making.But that doesn't mean I'll never finish it to v.1.00! I'll address some of the specific feedback points I've gotten here.You need to implement a real Papyrus mode.That's the plan, as soon as I figure out exactly what Papyrus Mode is supposed to be like. I want it to be about 5 times as hard as Really Bad Time.The controls are too floaty / move too fast / aren't responsive enough.After playing the actual game at level -3.75, I know what you mean now. Although I have the horizontal movement down pat, the vertical movement moves up slower and accelerates down more quickly than I thought.(Although to be honest, I personally prefer my control scheme to the one provided in the game; after getting used to my own, the jumping mechanic in-game feels slow and clunky.)The hitbox is inaccurate.I've played through that first attack quite a few times now, and the hitbox allows for quite a bit of overlap as well. (The heart is rendered behind the bones, so it might not be as visible when they overlap, but I've seen the bones slide clear over about 4 pixels without hitting anything.)I guess it might not allow for as much overlap as I'm giving it, though. (The 'good time' mode only register a hit when the center of the heart is touching a bone; the other two modes have a margin of error of 2 px.)No sound.Yep, working on that.The game is laggy and drops frames.I'm sorry to hear that.
I'm still an amateur at optimizing HTML5 (and this game has almost no optimizations applied to it), so it might play more slowly on some computers.Some of the attacks are overlapping, creating unwinnable situations.If you stay close to the center most of the time, that won't happen to you as much. In earlier iterations the attacks overlapped way more; I've been working to make sure they're not unreasonable but still blend together at least somewhat.