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Platforming

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I feel... light?

Susie, when platforming mode is first unlocked, Chapter 5

Platforming (JP: プラットフォーム purattofōmu, lit. "platform") is a gameplay mechanic introduced in Chapter 5 of Deltarune, featured throughout Flower Kingdom. It is unlocked after the Petal Feather is obtained in the end of Garden.

Overview

Upon activation, the camera changes from the typical top-down perspective to a side-scrolling platformer, enabling the party to explore exclusive areas, with some having chests. Platforming can be swapped on and off by interacting with or attacking the Mysterious Statues.

In this state, the party has an animated idle. Objects such as doors are visible but cannot be interacted with, and SAVE points do not appear in platforming segments.

Character talksprites and dialogue are in a unique text box instead of the typical Dark World-bordered one, with the talksprites having a black background, and the dialogue space being slightly transparent.

Gameplay

Party screenshot platform shift.png
The camera changing into a side-scrolling platformer

When platforming is active, it is not possible to walk. The inventory, equipment, stats, or Config menus can only be accessed from the blue wardrobe.

Flowery Dollars can be earned from the real-time encounters, or destroying objects such as grass and hanging bells.

If the party falls off a cliff, they take no damage. Without any objects below, they get pushed back by the wind's gust, which sends them back to their last ground position.

Dashing sections can be used while platforming. The party automatically dashes horizontally, and their primary movement option is jumping, which can clear gaps multiple times the length of the screen.

Party abilities

Party overworld platform idle.gif
The party remaining idle in platforming mode

All party members have unique ACTs while platforming is active. Interactable objects can indicate which party member can perform one with a glowing circle over it: cyan for Kris, purple for Susie, and light green for Ralsei.

Susie and Ralsei primarily follow Kris. On a long platforming segment at Top of Castle, Susie and Ralsei automatically perform their respective Actions based on Kris's movements after failing enough times. This is the only instance where Susie and Ralsei perform platformer Actions on their own.

Kris

Kris overworld platform attack ground.gif
Kris attacking on ground
Kris overworld platform attack air.gif
Kris attacking in midair

CONFIRM button[note 1] - Kris attacks with their sword, letting them attack anything in the sword's swipe range or interact with objects such as flowers and vines.

On the ground, Kris performs up to three ground slashes by holding CONFIRM, or one slash per successive button tap. The third attack has slightly more range. While performing a ground attack, Kris cannot move.

In the air, Kris performs a spinning wide slash, which damages anything around them. Up to two spinning slashes can be done in a single high jump.

CANCEL button[note 1] - Kris jumps. The height of their jump is based on how long the button was held. Kris can jump up to three tiles high.[1]

(The buttons for jump and attack can also be swapped in the Config menu during these segments if the player accesses a wardrobe.)

There is generous coyote time after leaving the ground without jumping where jumping is possible. This applies to any method of leaving the ground without jumping normally, including having Ralsei move to another platform and bouncing off a bounce flower.

Platforming screenshot wardrobe.png
Kris accessing the menu through a blue wardrobe

MENU button - When Kris ACTs, most movement is completely paused, and they can issue commands to Susie or Ralsei or select interactable objects using the ACT menu. When ACT is active, the SOUL becomes visible, Kris gets a cyan outline, and an ACT can be selected with the movement keys. The ACT menu slows down timers for timed-events, but does not stop them, such as Hopschef's sourdough minigame. It is also the only way to interact with blue wardrobes to access the menu while platforming is enabled. By holding down the attack button and mashing the MENU button, Kris can attack much more quickly than normal.

Susie

Susie overworld platform attack.gif
Susie's S-Action

S-Action - Susie casts a homing Rude Buster that goes through walls and can damage enemies. It has a 4-second cooldown between uses.

  • Ralsei Fall - Releases Ralsei from the object he is currently hanging on, causing Ralsei to Splat.
  • Fruitbuster - Susie cuts down fruit from a tree, showering juice particles on the party, that Susie eats.
  • Stunbuster - Makes enemies become stunned for a few seconds while also dealing minor damage.
  • Litebuster - Deals damage to enemies. It can only be used on specific instances of Aqua's bullet patterns,[2] the variant of book bullet patterns that move towards the player,[3] and Yellow's "Hyper Punishment Gun",[4] replacing Stunbuster in these cases.
  • Bellbuster - Destroys hanging bells that drop Flowery Dollars. It cannot be used on pink bells that drop Pink Coins.
  • Doughbuster - Destroys the dough circles in Hopschef's challenge.
  • Flowerbuster - Activates closed bounce flowers, allowing Kris to attack them and launch off of them.
  • Spin Left/Right - Spins pinwheels in the specified direction, changing the direction of wind.

Ralsei

Ralsei overworld platform hook.png
Ralsei's R-Action

R-Action - Ralsei wraps his scarf around an object and himself, letting him act as a platform. When hanging from objects suspended in the air, his weight causes it to drop down, allowing easier access to other objects or to expose a weak point. If Ralsei falls off a hookable object and there is visible ground underneath him, Ralsei goes splat, which has a 4-second cooldown. If Ralsei is offscreen or far enough from Kris, he reappears in the party.

  • Hook - Hook onto vines. As this occurs, his head follows Kris's position.
  • Hookflower - Hook onto the stems of the flowers near the Netskie area.
  • Hang (Umbrella) - Ralsei hangs off the sticks of the Umbrellas.
  • Glasses - Ralsei hooks onto Seth's bullet pattern glasses.
  • Trigger - Ralsei hangs onto the trigger of one of Yellow's gun bullet patterns, pulling the gun downwards.
  • Dog - The Annoying Dog hooks onto the second-to-last hook in the platforming section leading to bromide-drawing-room at Top of Castle. This ACT disappears after the Annoying Dog has been jumped on once.

Encounter

The battle system is instead in real-time versus the bullet patterns, where moving, jumping, and attacking must be done to avoid damage. For the remainder of the fight, the camera gets locked in a fixed position with a bullet board encompassing the combat area, with the typical black vignette in the background. Similar to overworld gameplay, the SOUL becomes visible and Kris gains a red outline around them, with a checkered diamond background overlapping their sprite. If the SOUL gets hit, the entire party receives damage.

Regular enemies such as Leafling still trigger a normal turn-based encounter instead.

Platforming objects

  • Vine: blocks the path, but the party can stand on uncut parts. It can be cut with Kris's sword. A vine quickly regrows on its own.
  • Bounce flower: launches the entire party in a direction depending on the flower. Blue with arrows launch the party at a set direction, while yellow with a target launches in the direction they were attacked from.
  • Giant yellow flowers: Ralsei can hook onto them and bring it lower. The wind gust can move the flower's position.
  • Blue roses: the red pulsing spikes around it damages the party. Often stacked in a line, though Kris's ground attack can destroy two, and a midair attack can destroy three. It respawns after exiting the room it appears in.
  • Umbrellas: floating Darkners that serve as platforms. They can be bounced on to reach higher areas, with an increased bounce height if CANCEL[note 1] is pressed just before landing. Some Umbrellas possess a hook on the bottom which can be latched onto by Ralsei.

Mysterious Statues

Mysterious Statue overworld active.png
Active Mysterious Statue

Throughout Flower Kingdom, Mysterious Statues can be found to change the gameplay back to regular or platforming. These "mysterious statues" are initially inactive until the Petal Feather has been obtained. When active, it resembles the Delta Rune emblem.

Mysterious Statues cannot be activated if Kris has a watering can on their head.

Area Description Image
Garden
Hopschef's room Path goes to first dash path and Tropical Starwalker Bird. Mysterious Statue location Garden Hopschef's room.png
First dash path Reachable by going south of the Ideal Diner. Path goes to Hopchef's room and Tropical Starwalker Bird's room. Mysterious Statue location Garden first dash path bottom.png
First dash path Only reachable by platforming, leads to Tropical Starwalker Bird's room. Mysterious Statue location Garden first dash path top.png
Way Home North of the SAVE point, requires climbing to get to. Path goes to the Shrine. Mysterious Statue location Garden Way Home west.png
Way Home In the room east of the SAVE point. Beanstalk path goes to the Cliffs. Mysterious Statue location Garden Way Home east.png
Shrine Appears after collecting the Petal Feather, path goes to Way Home. Mysterious Statue location Garden Shrine.png
Final climb Reachable by platforming from Way Home, climbing from the Beginning's SAVE point. Path goes both ways. Mysterious Statue location Cliffs entrance.png
Cliffs
Layered cavern At the bottom of the room, on a raised platform seen immediately upon entering. Mysterious Statue location First Climb bottom.png
Layered cavern At the top of the room, next to the whirlwind leading out of the room. Mysterious Statue location First Climb top.png
Yellow chasm On a raised platform at the beginning of the area, immediately preceding a floating flower platform. Mysterious Statue location Cliffs yellow sun.png
Yellow chasm On a floating island above the chasm. Path leads to an entrance to Yellow's cave. Mysterious Statue location Cliffs Yellow room entrance.png
Shop entrance At the eastern end of the room, next to a shortcut door and a staircase leading to the Shop. Mysterious Statue location Shop.png
Orange chasm At the beginning of the area, on a raised platform immediately preceding the chasm. Mysterious Statue location Cliffs orange sun bottom.png
Orange chasm At the top of the area, next to a whirlwind leading out of the room. Mysterious Statue location Cliffs orange sun top.png
Purple dash path At the beginning of the room, on a raised platform immediately preceding the dash gate. Mysterious Statue location Cliffs purple sun.png
Shi's cave On top of the raised staircase leading to the Shi. Mysterious Statue location Shi enemy.png
Below Castle At the bottom of the area, preceding a platforming ascent to the top. Mysterious Statue location below castle bottom.png
Below Castle At the top of the ascent, at the base of the staircase leading to Flower Castle. Mysterious Statue location below castle top.png
Flower Castle
Shoji door hall,
east wing
Reachable after passing through the first round of Aqua's knife bullet patterns. Mysterious Statue location shoji door hall.png
Shoji door hall,
east wing
Reachable after dodging more of Aqua's rotating knives, on a raised platform near a shoji door. Mysterious Statue location shoji door hall end.png
Mysterious Puzzle,
east wing
At the end of the upper northeast path, placed between the first shadow puzzle and a shortcut door. Mysterious Statue location Orange Door.png
Shadow platforms,
east wing
At the beginning of the room, on a raised platform before meeting Orange. Mysterious Statue location Orange encounter.png
Shadow platforms,
east wing
Reachable northwest by platforming in the following room, leads to the Right Diner. Mysterious Statue location Flower Castle east climb.png
Shadow platforms,
east wing
At the beginning of the second shadow platform segment, on a raised platform further north of the Netskie hunt room. Mysterious Statue location Flower Castle puzzle east.png
Shadow platforms,
east wing
Available after cutting the hedge on the right in the Foyer, on a raised platform near the entrance to the Right View SAVE point. Mysterious Statue location Flower Castle east end.png
Shadow platforms,
east wing
Accessed in the room featuring the second shadow puzzle, west of the second shadow platform segment. Mysterious Statue location Mysterious Puzzle.png
Zen rock path,
west wing
On a raised platform, placed before encountering some of Yellow's miniature bullet patterns. Mysterious Statue location zen rock path.png
Zen rock path,
west wing
At the end of the path, after breaking through a wall of Asgore's notes. Mysterious Statue location Flower Castle west documents.png
Left Doors,
west wing
Appears west of the room, preceding a string of flowers and Yellow's bullet pattern. Mysterious Statue location Left Doors.png
Yellow's show,
west wing
At the beginning of the room, on a raised platform seen after Yellow heads west. Mysterious Statue location Yellow's show.png
Yellow's show,
west wing
Nearby the Jail slide, accessed after defeating Yellow's "Hyper Punishment Gun". Mysterious Statue location Yellow's show end.png
Blue door Located south of the room, on a raised platform that leads to a dodging segment. Mysterious Statue location Blue door.png
Top of Castle
Blue and Yellow gauntlet At the beginning of the room, on a protrusion north of the path. Mysterious Statue location Top of Castle Yellow and Blue.png
Blue and Yellow gauntlet At the end of the gauntlet, on a raised platform preceding a path leading further east. Mysterious Statue location Top of Castle Yellow and Blue end.png
Aqua dash At the beginning of the room, just before the dash gate. Mysterious Statue location Aqua encounter.png
Aqua dash At the end of the room, on a protrusion north of the path leading to the second staircase. Mysterious Statue location Green's Shop entrance.png
Platforming ascent At the bottom of the room, preceding an elaborate platforming segment. Mysterious Statue location Top of Castle challenge.png
Dog platforming At the end of the platforming section, on a raised platform to the left of the doorway. Mysterious Statue location Annoying Dog room.png
Pink Door On a protrusion to the left of the door. Top of Castle location Pink Door.png
Final Gauntlet At the end of the gauntlet, on a protrusion preceding a doorway into the Last Room. Mysterious Statue location Top of Castle fight.png

Creation and development

Toby Fox conceptualized the platforming mechanic,[5] and Ondy began intermittently working on programming it in October 2021. Towards the end of Chapter 4, other developers such as Enjl[6] started working on the prototype.[7]

To preserve Deltarune's identity as "an RPG game with a focus on character interaction", rather than turning it into a action platformer akin to Hollow Knight, a few features were added to the platforming mode:[8]

  • Many optional lines of dialogue that appear when doing various silly actions while platforming.[9]
  • A couple of Deltarune's typical encounters,[9] such as Leaflings.
  • The ACT system, which was created in October 2024. The developers thought of many different ACTs for Susie and Ralsei, but it was eventually cut down to just hooking for Ralsei and Rude Buster for Susie for the sake of simplicity.[10]

Due to the possibility of Deltarune being a player's first time playing a platformer, the required platforming challenges in the game were intentionally kept simple. However, some difficult challenges were included in optional areas to make the game more interesting for more experienced players of platforming games.[11]

Platforming screenshot prototype.jpg
Early prototype

In the DELTARUNE Summer Newsletter 2026, Toby Fox shared three videos of prototypes for the platforming mechanic:

Taxiderby came up with the idea for the bounce flowers,[5] which they intended to be a simple, fun, and understandable movement option that also provides another use for the attack button.[13]

They also created the idea of the puzzles involving moving around square platforms behind fusuma walls to manipulate the shape of the collidable platforms, and Ralsei hanging from fusuma walls to bring them down.[14]

Allusions

  • While grounded, pressing DOWN causes Kris to slightly shift their stance, lowering their sprite by only a single pixel. This may be a reference to the 2D platformer Shovel Knight: Treasure Trove, in which each playable character responds to the same input in a near-identical fashion to Kris.

Notes

  1. 1 2 3 Based on default Feather settings

References

  1. ↑ (By the way, we can only jump three tiles high.) — Ralsei, "Yes", "Ralsei's advice please", Chapter 5
  2. ↑ gml_Object_obj_plat_enm_aqua_miniboss_Create_0 script, lines 1–5, Chapter 5
  3. ↑ gml_Object_obj_plat_enm_book_simple_Create_0 script, lines 1–2, Chapter 5
  4. ↑ gml_Object_obj_plat_enm_yellow_punishmentgun_Create_0 script, lines 1–2, Chapter 5
  5. 1 2 I didn’t come up with the big one, that was toby, but several of the gimmicks within it were my idea. I can’t imagine the chapter without ⬆️🌼 — @taxiderby.coven.cafe on Bluesky, June 26, 2026.
  6. ↑ -Platforming System Development-
    ondydev
    Enjl
    — Credits, Chapter 5
  7. ↑ As for the new elements, this time we added a platforming system where you can jump around, attack, and ACT. Development started in October 2021 with on-and-off programming by Ondydev, creator of games such as Tres-bashers. Eventually, towards the end of Chapter 4, other members of the team were then able to take Ondy’s prototype and develop it further. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  8. ↑ This is an RPG game with a focus on character interaction. If the game turns completely into an action platformer, it carries the risk of making the player feel like “why am I playing a $#&! knockoff of Hollow Knight?” instead of feeling like they are playing DELTARUNE. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  9. 1 2 Another important DELTARUNE-ism was adding lots of stupid optional dialogue for doing different things in the platforming mode, as well as having a couple RPG encounters accessible during that mode. This kept the mood from drifting too far from the main game. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  10. ↑ In order to inject some unique character-based elements to the gameplay, the Platforming ACT system was developed in October 2024. A large amount of ACTs were considered for each character, but ultimately we found it most intuitive to just have Hanging with Ralsei and Rude Buster with Susie. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  11. ↑ Another thing we had to keep in mind was that this could be somebody’s first experience playing a platforming game. (A terrifying thought, but technically possible.) Nothing in the game has demanded any platforming skills before this, so we kept the actual jumping challenges rather simple. On the other hand, it was way too fun to make difficult challenges, so we tried to include a couple of those in optional areas. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  12. ↑ We prototyped various puzzle concepts where you had to swap between both gameplay styles... but most of them ended up a little too clunky and hard to understand. — CHAPTER 5 THOUGHTS (Fox, Toby, August 05, 2026.) toby.fangamer.com.
  13. ↑ I really wanted a movement option that was easy to understand and execute for players of all skill levels, while still being fun, snappy, and reactive. I also wanted to give the player something to do with the Attack button other than destruction. The bounce flowers solved both :) — @taxiderby.coven.cafe on Bluesky, July 02, 2026.
  14. ↑ The fusuma silhouette platforming was a collaborative idea, while I did pitch the puzzle of moving platforms around behind fusuma via a mini zen garden to "shape" them, as well as having Ralsei dangle from them like pull curtains. — @taxiderby.coven.cafe on Bluesky, July 02, 2026.