there is no audience
oh this is supposed to be a prequel starring the kid who left a gun down there?
neat
oof, killed one of the main bosses by accident (i badly needed the health bonus from landing critical hits) and the next area feels designed to make me feel as bad as possible for that
having a photoshop flowey fight that’s actually difficult (and expects you to master a new dodging mechanic) was definitely a bad idea
(there is an easy mode turns out. probably worth doing unless you came straight off one of the official games or are well practiced at bullet hells)
the sprite animations and bullet patterns are fantastic. characters have a lot of expressions and detailed movements and it gets very anime at times. standard monster encounters are as complex and fine tuned as undertale’s bosses and there are a lot of new gimmicks or expansion on stuff that was underutilised in the original (it gets particularly nasty with the blue/orange attacks, for which i never ingrained the appropriate reflexes). it’s actually excited me into thinking about the possibilities of the battle system again.
it definitely lacks the sharp wit and general derangement of toby’s writing, but there are a handful of genuinely funny moments. it comes off as a somewhat conservative and reverent fanwork, which may seem odd considering its source material is UNDERTALE, breaker of all conventions and expectations, especially those it sets up itself.
Martlet’s battle theme is very catchy, otherwise generally the music isn’t there for me the first three boss themes are really good.
Complex and intricate bullet mechanics… great art… mid writing… mid music… damn, it’s just like a Touhou fanga-
what, no, what would give you that impression

it’s today, I think
liking chapter 4 a lot more so far than chapter 3
i cant wait to desperately try and hide from spoilers and fail and end up frothing like hell to play this
edit its already happening. good fanart tho
i wonder why the Holidays are so much better written than the other characters
well i expected to love it and i did
consistently impressed by how many dialogue hooks there are for different player behaviors, it’s just as impressive as all the little bespoke minigames/bullet patterns etc. even beyond the secret egg room and gacha stuff
im impressed at how well the chapter release structure has worked, which makes it really funny that it wasnt the original intent. the secret or subtle stuff mostly just sets up foreshadowing for stuff made explicit later, and that only really works if theres time to dissect between releases instead of playing straight through
the metafictional stuff is a little more hit-and-miss for me but that’s fine. haven’t poked at the chapter 4 weird route yet. the dark worlds as an exploration of people’s relationships with fiction/the imaginary is both a development of themes that were already present in undertale and a pretty funny response to how they were received. player control as demonic possession, linear narrative as greek prophecy, those are much more 2010 in the bad way to me. reserving judgement for now though
the chapter 3 superboss was really fun, took me a little under 3 hours i think which im told makes me a Gamer
does anyone know why the recruit count for shadowguys is like 25? i think i recruited around 6 playing the game normally
i do wonder how many people took it personally that chapter 3 opens with ralsei saying “get some real friends”
It’s for this one area you walk past where a bunch of the guys are working in a row, and you can control a lawnmower to shred all their contracts, and they all join your recruits in rapid succession. It’s basically a big joke
huh! i must’ve missed that somehow
it’s in a long corridor that you can skip by going to the corridor north of it and gliding along the wall
Christ almighty this thread title is bad. I’ve scrolled past this thread for two weeks without figuring out what game it’s actually about.
At least call it something vaguely obvious like “Undertale II: Six Goulden Sams” I beg you
Keep the title, it Makes Sense.



