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What do you think?

As a Flowey enthusiast, I was so excited to try this out. And for a game made in Scratch, it does really well. Re-creating the entire Flowey fight isn't easy, but you somehow pulled it off!

And that's pretty much where my compliments for this game end. I'm going to do my usual format of review because, oh boy, it's time to unpack.

First, why do I have to reload the entire game just to retry the boss? I get that making a restart feature can be cumbersome, but I think this should've been in the game. Granted, yes, you had to do it in the base game because "ooh, Flowey made my game crash", but as this is meant to be a simulator, why not add that option? Also, if you make it so we can retry, PLEASE add a quick retry option. Something like holding down "R" for 3 seconds to restart immediately would be great.

Second, and this is a big design flaw for a re-creation, the Finale phase doesn't start with slower attacks. Anyone who is used to the original slowdown of Finale can get absolutely crushed by this now that they have lost a lot of leniency that they did before. Also, Finale makes every attack shorter. Moreover, the Laser attack shouldn't exist in Finale because that's impossible to get in the base game.

Third, Hard Mode just... deals more damage? And makes some attacks slightly longer? That's honestly kind of lazy for a Hard Mode, you probably could've done something more creative. Or better yet, just not have it if you can't think of anything good to do with it.

Fourth, and this is more of a nitpick, why are the hitboxes so bad? The flames shouldn't hit you when they're almost invisible due to them being... well, smoke at that point. It seems the only way to avoid that attack somewhat consistently is to go where the flamethrowers themselves are. If you're playing on Hard Mode, you're one hit away from dying and you get trapped in the center, good luck surviving because it's basically not possible if you can't get out in time.

Fifth... oh my god, tone down the speed a little! This is harder than the original Flowey in the fact that some attacks just come in and hit you at point blank! Pellets, burnt pan fire, vines, laser, dentatas, the Empty Gun soul phase... GOD! Maybe look further into how the attacks work in the original and try to match the intervals. But in general, PLEASE tone the speed down.

Finally, the laser attack only appears after vines in the original, it doesn't come in at random. Also it gives you more time to react to it, so not knowing the cue of his mouth opening to shoot the laser is a game-ender for those who want to beat it.

My overall ratings are:

In terms of visuals, I give it an A-grade. Some parts are inaccurate like the Torn Notebook soul phase, but otherwise it's pretty decent.

In terms of gameplay, I give it a B-grade. Toning down the speed of the attacks that just appear out of thin air like the pellets helps players to understand where they're going to go. I get the original Flowey was made to be BS, and yes that is true for this as well, but if you're going to make a simulator it needs to be as accurate as possible. Like Bad Time Simulator, that does really well with re-creating the Sans fight. Flowey is more complicated though, so I am lenient on my opinion there. And also not having to reload the whole game every time you die would be a great QoL feature.

Overall, I'm going to give this game a B-grade. This does well in terms of visuals, what it goes for, and the gameplay is somewhat decent, but it falls short of being a reliable simulator, especially for those who are looking for a challenge and want to no-hit it... which, by the way, is possible but it's way harder than in the base game.

This has potential, though!

Free

Omega Flowey Simulator

Version: 1.1.014 days ago

It's literally just Omega Flowey #undertale #flowey #omegaflowey



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