Deltarune

Delatrune is a follow-up game to Undertale that takes place on an alternate timeline. Released on Halloween of 2018, Deltarune has only one chapter at the time, but a second one is planned without a release date.

Chapter One
The player begins the game and is confronted by a series of questions as music reminiscent of EarthBound plays. These questions are about how the player wants to set their character up by answering questions like what "the vessel's" favorite color and type of food are.

As the player finishes the questions, the game discards their input before saying "no one chooses who they are in this world". Note Flowey's "it's kill or be killed" from Undertale as they are both brutal phrases that the player is introduced to early on in the game. This statement alludes to the fact that, no matter what the player does, they will always end up with the same ending, so their choices in critical dialogue don't matter. The only thing that is retained in the character creation process is the part that asks the player to make a name for themselves, not the vessel. This will be later used as the name of the save state.

The player's character, another gender ambiguous human child, wakes up in their bed with the aid of Toriel's ear-splitting call of the name "Kris". Kris gets out of bed on Toriel's order and prepares to go to school after being startled half to death. As the two leave the house and drive to Kris' school, many residents watch and wave to Kris and their cow-goat-mammalian-fucking-thing mother. When the ride is over, the two get out of the car and go into the school. Toriel parts ways with her boyish-girl girly-boy child thingy and watch as they go to class. This class is being taught by Alphys, the scientist dinosaur from Undertale. Alphys tells Kris to find a partner and, under all circumstances, to NOT leave the room to search for one. The player, to continue the game, must choose Noelle, the reindeer girl at the top left of the class. As they're talking, Susie, a dinosaur? girl, enters the room, swinging the door open hard. Alphys greets her, partners her up with Kris (unknowingly also partnering them up for the rest of the game), and tries to write a message on the blackboard, but notices that she is missing chalk. Alphys asks the class who has the chalk, but no one confesses to the atrocious sin of stealing it. Alphys then tells Susie to go get some chalk, which Susie reluctantly agrees to do. She then also assigns Kris the same task.

Kris leaves the classroom and catches Susie eat a stick of chalk. Susie notices that Kris noticed her eating her chalk and, for some reason, thinks that this would give her a good enough reason to get expelled. She shares with Kris that quiet people piss her off after they say nothing in response to her. So to keep Kris from telling anyone about her chalk-eating habit (pica), she threatens them with eating their face off. As she's Mere Moments Away from really doing it, she decides that it's too early in the game to have the main protagonist die it'd be best to not do it. Susie, somewhat forth-wall breakingly, indirectly asks the player how they feel about Kris doing the class project. But before they can make their answer, Susie reiterates the "no one chooses who they are in this world" point made in earlier in the game and says the player might know that, by now, their input means jack shit to the game. She invites Kris to her side (or, rather, to her back) as they go on a magical journey to the closet.

But as their journey comes to an end, the closet door opens itself and the halls get shaded blue in darkness. Susie, realizing how hard she and Kris fucked up by daring to enter the realm of the closet, comments on how dark it is in the closet as if the halls themselves didn't just go dark. Kris backs away from the closet, but is then called a WIMP by Susie, giving them the courage to go in with her. The two girls the girl and the boy the dinosaur girl and the weird human thing go in the closet, see that it has papers at the door, and travel deeper and deeper into the closet, only to find that it takes a billion years to reach its end. Getting bored with the infinite closet, Susie says that it's time to leave and Alphys could think again if she believes they'll get her some chalk. But as the two are just about to leave, Alphys, presumably after hearing that they failed to fetch her a chalk of stick, slams the door on them in rage and locks it. Little does she know, though, that this will later get her fired. When Susie demands Alphys opens the door, Alphys uses black magic to make the paper beneath Kris and Susie to shake and fall through the abyss. They both release a whistling ree as they descend into the blackness.

After a slam and long break of dark, the real game begins. Kris slowly recovers from their fall in new clothes and with different colored skin: before they were a yellow color, and now they're blue. If the player does the thing they do to open their menu, they will see that it's changed as well. Instead of having a side box with three actions, they now have four — Item, Power, Equip, and Config — at the top of their screen. At the bottom, they have the name KRIS, their face, and a health bar. Any attempt to use the cell phone only gets it to screech horribly with static. Kris is now given the task to travel rightward until they meet little bobble bois. Passing by a bobble will make him dance indefinitely. When a bobble dances, it looks like a dog tail wagging. Continuing right will reveal cliffs, moar bobbles, and a Mystery Silhouette who will occasionally appear and slide off screen quickly. The fifth screen has angry bobbles who will shoot three coke balls at Kris when they pass them. When Kris is attacked like this in the overworld, it causes their SOUL to appear and act as a sort of hitbox. If the SOUL is struck by something harmful, Kris will take damage. Fortunately, the bobbles are stupid. All Kris has to do to pass them safely is keep moving forward without stopping. That way, no coke balls could possibly hit them. The sixth screen has a puzzle that's easily solved by hitting the third shine, then the second. On the seventh screen, happy bobbles return. Also, dust mounds that fucking DIE when Kris touches them are now in Kris' range. They were around a few screens back, but Kris couldn't touch them. Going by these dust mounds, Kris can see that a second Mystery Silhouette shows up and swiftly runs away like how the first one did. It's revealed that Susie runs into these dust mounds and hides. Susie has also changed her clothes and hair like how Kris did. Kris and Susie then go more to the right and are faced by the first Mysterious Silhouette from before. He tosses aces at them and makes Kris run and dodge the raining aces. Like with the angry bobbles from before, Kris' SOUL is in the overworld as they run to the right and slide down an extremely long hill, dodging aces along the way. An easy strategy for this hill is to slide to the bottom of the screen, only moving up slightly when Kris is in danger of getting hit by an incoming ace. When it's clear, go back to the bottom. This part lasts around fifteen seconds, so it's not too painful.

Finally, Kris hits the bottom of the hill, gets up, and moves on to the right to meet up with Susie who found a strange town of some sort. There is a castle beyond the town. Kris and Susie go up to the castle and meet with a cloaked stranger who identifies them as heroes. After talking with the stranger, who is the prince of the kingdom of darkness, Sans part 2 rolls in on his bike and accidentally obliterates him, smashing him off screen. Sans part 2 (Lancer) then initiates battle with Kris and Susie and BUSTS THE FUCK IN! Eventually, Lancer decides to end the battle before the player can have a chance to kill him. The cloaked stranger returns, checks in on the two, and, per request of Susie, takes his hood off, causing it to melt into nothingness. A green-black puffy little guy is seen under it and introduces himself as Ralsei. Susie leaves to go east, and Ralsei joins Kris' party, taking them to a training area where they can properly learn how to battle with a Ralsei-shaped dummy.

When Kris is done learning how to battle (and being told that fighting isn't necessary, making more peaceful alternatives to ending a battle available), they and Ralsei leave through the Great Gate and enter the Field of Hopes and Dreams (or simply fields). There, they meet their first foe, Rudinn. After winning in the battle with Rudinn forcefully or peacefully, the party moves forward (right) and encounters Lancer who warns them about being thrashed by various guys. Indeed, various guys await the two for trashing. Fortunately, one can reverse the thrashing invitation and inflict a thrashment on their bethrashed enemies. Or not. You could also be lame and play "Why Can't We Be Friends?" in battle, making it not really a battle. You weakling.

A little more traveling through the Fields and Kris and Ralsei see a puzzle similar to one they came across before. This time, the player can't solve it without Susie who is trying to get through a door who is so rude, it won't open even when she kindly asks "Open up you stupid door!". Such a heartless inanimate object. Ralsei convinces Susie into joining their party after saying only Kris can seal the fountain and send the two home. However, she follows at a distance such that no one can tell she's associated as she moves into the puzzle room. After stumbling around like a bunch of clownd, the trio eventually opens the door in the rightward room and proceed to meet a cute little red checkers piece name C. Round who can be absolutely annihilated in a single turn. Going a little further will have the group meet up with Lancer who laughs with a "ho ho ho!". This gets Susie's attention in a bad way, having her compare him to a "baby Santa Claus". Susie slowly walks up to him MENACINGLY and says that Lancer wouldn't know scary if it bit him in the ass something like that, but she says "bit [his] face off". Shortly after picking Lancer up and about to bite his face off, she releases an evil cackle that Lancer mimics. The team easily goes through Lancer's three Jigsawrys and continue to... another puzzle. Didn't we already DO a puzzle, like, three seconds ago?

When the puzzle has been slain, Kris can go on to a giant chess board called the Great Board with light traps that will warp them and their friends back to the beginning of the room. The light, for some reason, only cares if Kris steps on it. Passing the light traps will reveal Lancer sharing that he looks up to Susie to be more badass (or badass at all). This is the beginning of Susie crossing over to the "bad" side. Lancer brings up that the three don't have a team name, so they all decide to put a name on a piece of paper and put it in Lancer's bucket. Choosing any three will assign that name (maybe) to the team. A little further and Lancer meets with the team yet again. He tells them that there's something horrifying up ahead. This thing is C. Round from before. Susie underestimates C. Round before it becomes CROWNED and evolves into King K. Round. When C. Round evolves, it makes the sound effect that Mario does when he grows from eating a Super Mushroom. It even does the flashing between the two forms. This leads to a boss battle where the only way to fight is by constantly bowing at it. Susie doesn't know this and makes things worse by hitting K. Round, making it heal itself with A CARTON OF PIXELATED ALMOND FUCKING MILK. When K. Round devolves to C. Round, it makes the "Mario loses his super form and goes back to being small Mario" sound effect and rolls out.

After the battle, Lancer thanks the heroes for saving the next 20 minutes of his life. Susie replies by acknowledging how great she is, but Ralsei calls her stupid by recalling when she made things worse for him and Kris by doing things that were counterproductive to their journey. Ralsei brings up the fact that Susie is a hero and should start acting like one, but then he makes her quit being a hero and become a villain with Lancer. Moving forward, Kris and Ralsei meet up with Lancer and Susie who're on the verge of... something. They didn't form a plan yet, so they're just going to fuck around for a bit, making them Goofball Bad Guys. This begins the scenes of pure goofassery where Susie and Lancer do nothing but, well, fuck around for a bit. Up ahead, Kris and Ralsei see dangerous rope-spinning station things that returns the feature of taking overworld damage the angry bobbles from much earlier in the game introduced the player to. Other than Susie and Lancer not doing anything really threatening, the player is faced with a few button-and-password-type puzzles. Finishing the second puzzle will introduce Kris and Ralsei to Clover, a Happy, Sad, Angry wingless three-headed dragon-like monster. Left head is angry; top head is happy; right head is sad. Continuing, Lancer shows up with a disguise that only consists of a mustache. He shows the two a plan that allows them to create a machine to trash their own asses. When the player finishes this, Susie blasts out of a nearby bush and evaluates their work. The two take off, leaving Ralsei to only respond to what the actual fuck just transpired with "okay".

In the next room, Kris must find a switch that'll allow them to move on. They can do this by looking at the center-top of the screen above the walk-around area, skipping the going around the center part where they could get hurt. Moving into the next room, Susie and Lancer are relaxing as two Rudinns fan each of them. Ahead is a maze that warps the player back to the beginning of the section if they go down the wrong path. The wrong path is wherever Lancer goes since he's a dumbass who, despite going the wrong way, can still manage to not get warped. This warping Only Applies To The Player, it seems. When Kris and Ralsei make it past the first section of the maze, they meet up with Susie who demands they tell her where Lancer is. Ralsei says that Lancer was going the wrong way and got lost, having Susie run off and search for him. In the second section of the maze, it's best to go the path nether Lancer nor Susie goes down.

Hints

 * Interestingly, the second question is "Your favorite blood type?", referring to the player, not the vessel. All the other questions use the word "its", not "your". This can be intentional, but it could equally be a simple slip-up.
 * If the player writes the same name for both themselves and the vessel, the game sarcastically replies with "Of course. Of course. Of course they are the same.".
 * With the two boxes puzzle near the fence, removing a box from a pressure plate after already placing it on will have Ralsei get mad at Kris for doing everything wrong while Susie supports their decision.
 * More on this puzzle, placing a box on one pressure plate and Kris on the other has Ralsei tell Kris that they aren't a box. Susie disagrees and says she was a box for Halloween since, already being a monster, she couldn't dress up as one.
 * Even MORE, rage quitting the puzzle by attempting to leave the room will have Susie think at Kris if they can't do it.
 * Warning K. Round about Susie three times will make Susie stronger from morale.
 * Checking K. Round will have the game point out that "check" is chess, not checkers. Doing this again will correct "check" to "checkers", satisfying the game.

Setting
The story in which Deltarune is told is separate from the one Undertale's is. As stated by Toby Fox, the game's pretty much everything, the two worlds are only similar. It's unknown if the two games are in alternate dimensions, but it can be assumed that they are.