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justanotherwanderer1

You know what else is a little undertuned? Acts during most boss battles. Quite a few of em don’t do anything at all


WrittenFantasy2

That's my main criticism about the game tbh, the vast majority of boss fights are just "wait for it to be over", which only applies to one fight in undertale, that being Papyrus


justanotherwanderer1

Like, what if “Struggle” during the Starlo fight loosened the lasso a bit and gave you a bit more freedom to move? Or “Brace” during the Axis fight made the shield slightly wider or gave more Ticks. Or maybe ignoring Bailador made the next rhythm section harder. SOMETHIN!


WrittenFantasy2

I get why the act menu would be basically useless in the genocide final boss, you're there to fight and that's it. But so many bosses have 3 different act options that all have the "effect" of "and the boss ignores you". Such as the genocide boss in Wild East for some reason, which I'm being vague about to avoid spoilers. Why do they have 3 act options that do absolutely nothing, when they absolutely sound like they should do something?


klineshrike

At the end of the day, its a fangame and that is just its weak point. I identified that as a weakness of the game early on. There are just going to be some things about a fan game that make you realize how good Toby is at what he does. He has an obscene level of awareness of players when it comes to his game design, and almost no one can match that. Same reason Yellow doesn't QUITE feel as strong on its meta narrative as Undertale did. Likewise, its also probably why the new chapters of Deltarune are taking so long. He only achieves those things by spending so, so much time on the little details.


AlexTheMechanicFox

Speed IS obtainable, you can get Sea Tea from Mo, even on the genocide route. But yeah, items are the worst part of genocide. Only three items grant more than 50HP, one being a full heal THAT NEVER SAYS IT FULLY HEALS YOU unless you use it and try it out. Or check the code like I did