Reviews from

in the past


Bro I'm in tears and now have a crush on Ceroba ...

this is like the greatest fan game of all time.
it's so similar to undertale in terms of jokes, music, character desing, dialogue it's crazy.
if you showed me just the game and told me it was official i would've believed you 100%

A very neat fangame, even while very obviously one, still had be enjoying it throughout each of my playthroughs.
The story of this game is an interesting case, as it's a fanmade prequel meant to fit into the story of the original game. It adds plot points of past events never mentioned in the game made by Toby Fox, and it gives us a glimpse of the past of the Underground. It focuses on the yellow (who would've guessed?) soul's original owner, a child who willingly fell into the underground in order to search for the missing children (that being the other souls). That being how it starts, the way you go through the game determines how the child, Clover, ends up reacting to the monster world around them. There's the neutral route, pacifist route (neutral not being mandatory to pacifist, and pacifist having 2 different endings depending on a decision at the end), and the genocide route. Although, the only one of the routes that can be considered "canon" to the original game being the pacifist route. I found the pacifist route to be fairly interesting with it's story, delving into ideas about monster and human souls not explored in the original game. The neutral route is a little similar, though getting very empty near the end (the game basically expects you to go pacifist first), but the final act I might've enjoyed even more than pacifist. Finally, there's the genocide route, which I viewed as about as interesting as a genocide route can be, which means being similar to the original game, with the final fight having neat ideas.
The gameplay is basically the same as the original Undertale, with fighting against monsters by either attacking them directly, or confronting them on more peaceful terms and resolving the fight like that. I love Undertale's gameplay. so I enjoyed it quite a bit, and each enemies unique moves I feel were on par to the original (most of the time) and I enjoyed it quite a bit. The bosses were also fun, except for maybe the latter half, where the fights got a little unfair and was a bit trial-and-error-y to be able to beat them. I didn't mind too much though, as the game is pretty generous with checkpoints. The boss fights were of course pretty brutal during the genocide route, but the final boss in the neutral route I found super fun and awesome. My only big complaint with the actual gameplay would be the shooting mechanics near the end, not really enjoying them and not thinking it was really up to par with actual shmups.
Want to know another reason I didn't mind fighting bosses again too much? The music is great! The overworld music is good, the boss music is great, I think it lived up to the original Undertale's "score", if not a smidge less forgettable.
You may have noticed that I didn't really criticize much of the game throughout the review, and that's because I'm doing something a little bit different with this one, as the main problem I have with it having to do with the game as a whole. The problem is simply just that you could very well tell it's a fangame. I'm not sure how to explain it, but the characters being off from now Toby Fox would right them, to the music, while great, feeling a bit off, to the sprite art and animations being TOO good, it's obviously a fangame. I know this isn't really an issue, it was bound to feel a bit off only unless they got Toby Fox to work on it with them, but it's still something I felt throughout playing.
Besides that, the game is great! I enjoyed it with each route playthrough, and could definitely see myself playing it again something. This game truly shows how quality fangames can be, with as much love and soul and what it's inspired from.

Fixes nearly everything poor about the original Undertale, while not losing a single amount of charm, bullet hell, unique mechanics, and general atmosphere. Fleshed out to a ridiculous degree and easily one of the greatest strides in indie game history, earning it's namesake.

Te amo Te amo Te amo Te amo


played pacifist, neutral, and genocide and after experiencing them all i can confidently say that this is an incredibly faithful and very well made fangame to undertale! i def have some problems with certain bosses (ahem final geno boss) and i can't say i loved it just as much as i did the original undertale (honestly probably bc i was 13 when i first played it) but this game clearly has so much heart and love put into it and i enjoyed playing it a lot

This review contains spoilers

Overall I liked it I just wasn’t the biggest fan of the neutral ending. The pacifist ending lines up timeline-wise but I suppose (for semi obvious reasons) it’s not a very satisfying ending.

Gameplay and presentation are amazing omg props to the artists and programmers 🫶🏽‼️❤️

It’s nice that they didn’t just bring in the canon characters for fanservice. Flowey was just kinda…there…most of the time. I get he’s basically just there for neutral (and part of no mercy iirc) but he just seems like a way to ground the story in a spot in time.

Also Steamworks is not very fun and the robot (which has been patched so it’s not at bad) is rather annoying.

The Wild West is ok..but I think you spend ever so slightly too much time there. Starlo is sort of cool but also sort of dumb. The Fox Lady was interesting. Most of the characters were fun even if they didn’t really feel Toby/Temmie-ish

tl;dr: I liked the game but something about it feels missing idk

undertale rio de janeiro kkkkk

Maybe the most official-feeling fan game I've ever played. Absolutely recommend if you love Toby's works.

wondering how tf they surpassed Undertale (one of my favorite games of all time) this game is amazingly good.

Cathartic to be able to play a game I remember seeing the trailer for all the way back in 2016. To me, the writing and music don't quite live up to the standards that Toby Fox set (not like that's an easy feat), but it's otherwise on par with the original Undertale.

Undertale Yellow is so impressive not as just a fan game but as a game itself. I think an important way I go about understanding it is that it is not just undertale 2 or something like that, its trying to tell its own story and narrative that does tie into undertale lore but really is not that crucial to it. And the story it does tell I loved. The characters were amazing and I loved the questions concerning what justice is inside pacifist and genocide. I know some people complain about the bosses, but I loved every fight. Where they tough as nails? For sure, but the satisfaction that follows a win will always be remembered. Also every route has a awesome final boss, its crazy all 3 were bangers. I dont want to say much spoiler wise, so please just play. All routes is longer than base undertale but its all fun. Just try to think of it as its own product

I am rereviewing after finishing neutral and genocide and I do think I was a little harsh before. I still think it's a far cry from Undertale proper but this game has its moments. The unique fights in genocide are a tad bullshit at times but are still a fun challenge, Flowey is much more entertaining when he actually gets to contribute meaningfully, and I actually felt quite bad when killing monsters so y'know what kudos to the devs.

So my original UnderTale Yellow review was a huge yap session where I went over the entire story of UTY, but if you’re on this Backloggd page right now that most likely means you have experienced the incredible piece of art that Undertale Yellow is. And if you haven't, go play Undertale Yellow it’s amazing!!! This review is mostly just going over my favorite mechanics and fights in UTY (nothing gets too spoilery, for those who are reading and still haven’t played the game yet)

I love both Axis fights because of the duality it shows. On one you’re defending yourself from a killer robot that won’t stop hunting you down, and on the other side Axis is defending himself from you, a crazed monster killing lunatic, with the very same object he made you use to fight him. You block Axis’ attacks with the top the same way he blocks your gunshots in genocide. I also love both music tracks and how much more tense the genocide version is, it really strives in the fact that Axis is fighting for all of monster kind.

I like the Desert as an area very much, I liked Dark Ruins and Snowdin (I took a break for around a month and a half from the game partially because I was bored in Snowdin but still,) but the Desert is just different. The best enemy designs with some of the best music tracks and three of my favorite bosses (Ceroba, Starlo, El Balidor). Steamworks is a good area too with fun puzzles and both Axis fights were fun. The new areas in UTY (Desert and Steamworks [and Rooftop if we’re getting really technical here]) are really where the game shines.

Enemy retreating is such a good song, it’s a shame you only hear it once per area at its fastest volume. After one or two speed downs the song still sounds good (not as good as the fastest version but still good) and after like four slow downs you can’t even recognize the song anymore. I wish the song stayed at its hype first speed instead of slowing down after every encounter, but oh well, this is a very minor complaint when the music in this game is so good.

The genocide final boss is really really REALLY HARD (No spoilers, trust), but I was getting pretty close to beating the genocide final boss on 1.0 (I had already beat the Geno. final boss on 1.1 at the time of this retry), I had three items with me and I got pretty close to the end of the final boss’ health bar. BUT THE GAME CRASHED ON ME. Screw 1.0, maybe I’ll do the final boss without autofire sometime, but today is not that day.

I could keep going on and on and on about all the things I love in this game like Starlo’s fight gimmick, Ceroba’s annoying wall hurt health bar attack, the steamworks vending machine personality, all of Flowey’s save point dialogue, and I think you get the point by now. Unfortunately I cannot keep going on about all the amazing things in Undertale Yellow, “All good things must come to an end.” - I don’t know who said that and I don’t care enough to want to search that up right now. Anyways, just because something good has to end, doesn’t mean something good can’t pop up again. UTY is my favorite fangame of all time, and I personally like UTY more than the original Undertale. So I hope that Undertale Yellow shows creators of undertale fangames, new and old, how to put care and love into their own project. Great job TeamUTY! This game gets a 10/10 from me!

the ending for this game hadnt made me feel a way i felt since specter of tourment and thats saying ALOT.

i really really do enjoy this so much but theres Something. that could make this go from "really good for me specifically" to "blast your tits off" but its nearly 5 am at the time of writing so i cant word it. just trust me ok
there are Several gripes i have with visuals i suppose but thats just kind of how it is with a fangame. its ok (Specifically there are certain things done in fights which While cool as fuck to me are Very Much not how they should look in undertale's style and so takes me a bit out of it. sad!)

This review contains spoilers

i think that this game was overall a pretty great experience, but there is a lot of things that I feel it misses the mark on. I did a similar playthrough as my original experience with undertale where I played through the game pacifist,then genocide.

for a game derivative of undertale, undertale yellow doesn't really understand why a lot of things in undertale are layed out the way they were. first off, I think it was very annoying how just because I didn't kill anyone, the game pretty much forced me into the true pacifist ending, It felt like the characters were just like dragging me to random places or keeping me in their town as the deputy even though I didn't like agree to it. even though I obviously would have, it took a lot of the decision making away from me and made me feel disconnected from the story, something undertale itself never struggled with. it actually made me pretty pissed at the ending when clover gives up their soul.

undertale yellow's characters were just unlikable for me, I think it was smart that in undertale, characters like undyne and papyrus are obsessed with capturing or killing you until you break through their preconceptions through your kindness and the lengths you will go not to kill them. never once in my first playthrough did I ever think about killing even one of these characters, but omg undertale yellow kinda did lol. Both ceroba and starlo make friends with you and are pretty nice to you the entire time until they realize they stand to benefit from outright murdering you and betray you immediately to take your soul. and these two take up so much time with their backstories and goals it overshadows your own quest and flowey just straight up disappears for the last part of the game. with ceroba planning to take your soul the entire time because you were pure of heart and didn't kill anyone (also dumb plotpoint) I just can't get behind the way that this game ended. clover shoulda bitch slapped her a tthe end she literally melted her own daughter and then tries to kill me to fix her. undertale gives you the option to hug asriel, but undertale yellow does not give you the option to hug ceroba clover just does it, which I straight up just wouldn't have done if I had the option. i think that moment sums up my opinion on this ending.

I think that something I love about the undertale is how lonely and sad the soundtrack can get especially in the first 4 areas with it kind of ramping up near the end. Undertale Yellow's soundtrack is still really really good, but that sense of loneliness and emotion is kind of gone, it goes from remixed ruins theme which is pretty good I think it works for an alt path, to a beautiful rendition of snowy once you leave the ruins. Which is a great track BUT I think that it is much much worse placement than the original, snowdin is my favorite area and the original song being simple and lonely is a great introduction to the underground as a whole undertale's soundtrack while being extremely catchy also gives you that same sense that the monsters have, they're making the best of what they have but they aren't happy. Undertale yellow's soundtrack is like BEAUTIFUL WINTER WONDERLAND OOOOOOOO. FUN DESERT EPIC COWBOY YEEHA. FUNKY MINE.

regardless of these opinions (there's more but I ain't making a video here it's a backloggd post) I think this game will stick with me for a long time I just needed to vent about the things I didn't like about this game.

Impressive fangame. It definitely gives fan-made-and-not-canon vibes sometimes, but for the vast majority of the experience it feels like another Undertale experience to dive into, and that's great.

[IMPORTANT NOTE: This review contains spoilers for the pacifist run, which is the experience I'll focus the most on this write up. I'll mention the other two, both neutral and no mercy, but yeah, if you haven't played the game or done the pacifist route beforehand and are interested... I'd really recommend you to do it before checking this review out]

Ah, what a beautiful day, such a perfect opportunity to finally try out Undertale Yellow! I can’t wait to have a fun, relaxing time playing this little fan project, and I’m sure nothing out of the ordinary will happen while I d- Dra-DRACULA????!!!!

Realizing that Undertale released almost 9 years ago is the equivalent to being shot a cannonball straight to the face, more so than realizing that other games I and so many others played are as old or released even earlier, because unlike practically every single one of those games I can think of, Undertale’s memory feels.. recent. I mean, it’s easy to say for me, I replayed it just a little over two years ago and that probably helps — it’s also the first game I ever logged and ‘’reviewed’’ on here, tho the latter is debatable since the one sentence I dedicated to it is more than a cope-out than a write-up, but I digress—, but even if that wasn’t the case and my only playthrough was the on I did back in 2016, I think that wouldn’t have changed a thing, and I don’t think I’m the only one that shares that notion.

More than a ‘’funny skeleton game’’, hell, more than an inspiring work of art, Undertale was a fucking phenomenon. Its impact on the web being that of a fucking nuke, and its expansive wave hit millions on top of millions of people (and it also left a bit of a toxic waste on some places but that’s not a story for today, nor any other day, we are here to be positive, dammit!), and truly left a mark in countless artists. I swear to god, if you were mildly into the game it was impossible to not see at least of couple dozen things related to it; artworks, comics, remixes and covers, and even reinterpretations or expansions of this world and characters that sometimes even led to fan-games, some of them were certainly silly when looking back upon, but it seems fitting for such a beautifully silly game. So it says a lot when, at the time the tides were at their highest and ideas and projects featuring sans undertale™ were made by the hundreds, the original demo of Undertale Yellow caught so many eyes, including mine. It wasn’t much, if memory serves me right it ended up just after the Ruin’s final boss, but it was clear that so much effort and talent went into it, and that alone made it a charm time to watch or play.

For many fan games, especially one with such ambition, that’s where the story would end, and understandably so; the amount of time, work and sweat that has to be put into even the most (seemingly) simple of ideas is monumental, and for whichever the reason, be it a lack of organization or time itself, many projects never get past that ‘’first demo’’ point. I honestly wouldn’t have been surprised if that same fate would catch up to Undertale Yellow at some of point or another…

but it refused

When a project that originates as a tribute or is heavily inspired by another is in development for seven years, you better believe the people behind it felt a burning passion for what they were doing, and it shows so much it’s blinding. It’s like returning to a home you never wanted to leave in the first place; the quality of sprite work, animations the OST reminisces of that not-so-far long past, but while they hit the ‘’vibe’’ right on the spot, there’s a uniqueness to it I don’t really know how to exactly pinpoint, but it’s there. This is not just a mere mirror of Toby’s work on the original game, nor is it a direct subversion, it’s in this middle ground in which the charisma and quality feels entirely of its own, but I also wouldn’t have bat an eye if you told me if this was all completely official if I didn’t know better. The sprites of characters feel like critters that existed in the original game we never got the chance to see, but some sport some jaw-dropping animations and details that I don’t associate with the likes of Guard Dog or Monster Kid, and yet it doesn’t feel like they’d clash if they sat side by side.

The returning areas, while with considerably less interesting lay-outs and with less to hide than the such of the original Hotland or Snowdin, are places that visually wise stand completely unflinchingly with its official brethren. The returning areas and extensions of them, such as the Old Ruins or the UG Apartments, feel like natural side tracks that breath a new perspective into zones I know like the palm of my hand in case of the former, and that offer a interesting look at how these locations operated in the past —getting to what will become Mettaton’s almost impossible color tile puzzle and seeing it used to be a dancing zone was probably one of the most obvious yet funny jokes they could have ever done and I’m so glad they went for it—,and that’s not even getting to the new areas which believe you me… we’ll get into…

But even more than its visuals, the question that plagued my mind was just how they would attempt to create an Undertale inspired OST without feeling derivative of Toby’s work; let’s just say I’m a big fucking nerd for everything the funny dog man does music related wise, and Undertale’s soundtrack in particular is easily one of my favorites of that time. Does Undertale Yellow’s top it? I don’t know about that… what I do now, is that it certainly looks it to the eye. It’s like being filled with sounds of peace, goofiness, sorrow and determination all over again. It’s so bizarre to hear the work of people whose previous songs I’ve listened so many times (mainly MasterSwordRemix, which also just so happens to be the director of the project) accompanied with real gameplay in a real-ass game, but I’m even more surprised at the fact I can’t genuinely think of a single thing about the soundtrack I think lesser of, both as a direct comparison to Undertale’s and as its own. What they lose in ‘’easy to hum’’ charisma, they make it up with far more complex tunes, motifs to call their own and amazing callbacks past ones. I’m honestly scared which ones I’m sharing on this write up and being extremely picky about because they manage to say so much that sharing some of them at moments they don’t fit would make them a huge disservice.

And I don’t think I will ever be able to stress just how difficult that is, to evade the usual traps that many fan-works fall into , of that deep reverence that ends in a misunderstanding of what really works and what it doesn’t, of just feeling remotely in line with what the original story was trying to tell, how challenging is to achieve all that, let alone in relation to Undertale. There’s nothing like Undertale out there, really, so when your objective is pretty much being placed on the same canon as that game, feeling close would have already neted Yellow a massive home run. And I mean, it already had it difficult enough; being a pre-quel is the route many project like this take, but in this case it was pretty much the only option to take, you can’t really follow up where we once left ‘cause it’ll probably be a unique experience for most players, so this time around the main choice in setting was deciding which color of the soul would be cooler. So Yellow achieving to be ‘’Undertale before Undertale’’ would make it… well, Undertale by again, and it doesn’t matter how much I love that game and how many times I repeat its name (sorry about that) being a past retelling we already lived would have made Clover’s tale… redundant. We know how this will end, we know the beats it will follow, how do you make it more than a palette and character swap?

How do you become more than what you once were?..

Clover’s story begins with purpose. We never get to learn why Frisk went to Mount Ebott that day, nor if they were even searching for something. But this time is different: 5 people have gone missing in that place, and Clover’s gonna find them. From them the usual dance seems to start off. You fall, are welcomed to the Underground, and are taught a bit of the ropes by Toriel, but even after that’s interrupted by yet another fall (I’m fighting the urge to use the clip from that song real badly) and you reach the old ruins, it still doesn’t seem nothing too much out of the ordinary from what you’ve already seen when playing as the seventh fallen human, a pattern that keeps on going when travelling Snowdin… and yet, something feels a bit different.

It could be very much the battle system; Yellow’s combat is a direct continuation of the original work, and what an excellent continuation it is. Everything said about the spritework and music applies once more; all the new faces feel much more lively, with unique animations for movement and when you get to find out how to interact with them, which is still as funny and lovely as it was once. Enemie’s patterns at first can seem familiar, but it doesn’t take awfully long before they go fucko mode: Scrolls that shoot Kamehamehas and robot duck that spice up the music, you choose your favorite, this is a free underground after all! I honestly wished there were more combo battles because the creativity in problem solving and evading is so fun that getting to see more variations of it would be bliss, this game reminded me why I loved this style of rpging so much and gave me even more reasons to love it. Or you know, you could also attack with the different minigames for each weapon and see how the dialogue and sprites of the enemies changes to reflect it.. what? You think I did it? Oh no, I actually watched it after beating the game ‘cause I refuse to damage any single monster. That’s right fellas!

No-mercy run. Not playing. I refuse.

Yeah, all that is incredibly fun and amazing but… I don’t think it’s what feels different. Maybe it’s the more complex puzzles which area ctually pretty damn fun and break away from the usual ‘’tile-set’’ structure of the original. Maybe is the script, which even early on is excellent and the amount of jokes that land and interactions that I find adorable exceed what my poor handle. Maybe it’s How the battle music changes depending of which area you are on. Maybe is Dalv’s prodound melancholy and yearn that also hints at something we never got to know in the outside world. Or maybe is Martlet being the coolest bird I’ve ever met (seriously tho I love her so much and she’s awesome across the entire game and I’m so glad they are a recurrent character oh my GOD she’s amazing). Or… or maybe is a combination of them all, these little things that pile up, little unexpected additions and changes on a path that I’ve already walked. Things that hit at something more than a simple ‘’mix-up’’… and then we fall from the raft.

And that song hits you like a steam powered train at full speed.

The two opening areas are already great on their own, but it’s in the Wild West were the true colors of the game show. While still very linear in nature, the would feel more connected, more expansive; the new and improved mail and transport system, while still not perfect and pretty annoying at times, is a much more natural and easily accessible than something like a mobile phone or the boat sailor, but this feeling isn’t limited to gameplay.

Characters move from place to place and feel like far more active players of the story, so while the cast of major characters isn’t that big and the time we spent with each of them individually isn’t long, it doesn’t matter, ‘cause once they arrive, they are here to stay, which is awesome ‘cause the moment I realized that I’ve be seeing Martlet, North Star and Cebora more I audibly celebrated. Hell, even Dalv ,who isn’t much of a big player after the Ruins, is still there and you are able to visit him, such as with every single enemy of a certain area once you progress. You are constantly getting callbacks to old locations or future ones, as well as heads-ups for new faces you’ll get to see, which is something that was already present in the original Undertale, but here it feels far more direct, and plays much, MUCH more into the narrative.

A narrative so full of wonderful faces that I’m afraid I’ll forget some; I already gushed about Martlet but everyone here is as lovable as ever; I’m obsessed with Starlo and his posse of goofballs, hell, scratch that, I just adore everything and everyone related to Wild East! Probably the funniest section in the entire game and the most creative, never in my life I’ve been so happy to be kidnapped by a band of bandits! The shenanigans with Praxis also crack me up to no end, and you know a game is good when it has a character named ‘’El Bailador’’… probably the first time I ever voiced a character outloud despite being alone, I just couldn’t resist giving him the most exaggerated Spanish accent I could and translating random words, peak character and peak battle I tell you, PEAK!!!!

Which kinda reminds me how great the boss battles are! I’m a bit disappointed that most of them at the beginning are moreso endurance tests than actual fights, tho thankfully changes from the Steamworks onward, but considering how crazy they can get, I think that adding some sort of original solution like in Undyne’s fight more often would have been exciting to see.

Still, they are amazing fights, simply outstanding encounters that made me smile each and everytime, and no matter which ending you are going for, they are something else (I’ve seen the Neutral’s ending final boss and holy hell duse, everything about it is next level, just as the Pacifist’s ending one), but honestly… I’d be hardpressed to think of anything that didn’t make me smile about Yellow’s world and cast. There is an insane of care put into it, the same consideration to the decisions you can make is amazing as always, and seeing other outcomes to me run makes me as happy as it does sad, and hell, they even went and did an ending that couldn’t be canon by any circumstances, and you know what? It was an amazing choice.

But as I finished my adventure and after sitting through the credits… it’s hard to not think of this as what everything should play out, as how things should be. Frisk, despite having a name, it still was very much a vessel for the player, for its decisions and questions… Clover feels different. You still are in control of them in the sense you… well, control them, but they also feel especially distinguished, many times they only have one possible thing to say, what they are thing to say, a even tho no word is spoken outside of dialogue options and responses, the expressions and animations it displays and says much, about who they are, where they come from… what their purpose is.

Undertale Yellow is yet another tale about determination, about monsters and humans, about how the war has driven them to an unjust eternal prison some find impossible to accept, about justice and friendship… but it’s also about purpose. Each character seems muffled with this idea, be it a lack of it or one so massive and seemingly inescapable that it’s suffocating: Starlo’s self imposed title as a false sheriff that is eating him from the inside, Praxi’s and the Gardener’s final orders given before everything went sour, Cebora’s regret and desire to continue something left unfinished by its loved one. Hell, in a way , even Clover is fighting against Flowey’s constant nagging towards a selfish objective… and against his initial objective. This theme was already palpable in many of the characters from the original game, but here it seems to be brought to the forefront; this undertale is about these monsters, how the chains they willingly carry affect them deeply, and how they ultimately defy them not out of cowardness, but because it’s the right thing to do…

… the right thing to do

It’s been a while since a game’s finale has gotten me this badly. In a way, is kinda funny, the only time I wasn’t smiling, I was criying… Undertale Yellow’s bittersweet pacifist ending is the best thing I could have asked for as a send off, it may have hurt, yes, but the fact it did knowing full well in what way this strory had to end… that, that makes it more. It says so much, it celebrates so many, like, this game has Red! RED! If you know, you know, and I knew, and I was sooo happy! And even a moment so cool but transitory such as that one still made me reminisce… of how far passion can go for, years will go by, but Undertale’s memory, those moments, will stick, in the good and the bad, and now Yellow is not only a mere footnote or passing experience… it’s more.

To put into more blunt words. Undertale Yellow is probably the best fan work I’ve ever played, and even tho it seems silly to say when barely two months ago I played another fan game I praised with a similar phrase and when I still don’t consider it without its flaws, I have never meant it more… it’s a tale with purpose, full not of LOVE, but love.

…huh, now that I think of it, Chujin’s pursue was to truly leave a mark on the Underground, to change it for the better…

…and yet, even if it was not the earth shattering impact he and ultimately Cebora were expecting… he and her did nonetheless, maybe in the smallest of ways, but in the most impactful.

You hear a call for help

You answer it

Great game, obviously not as good as the original Undertale, but the new characters and story was awesome! First run was pacifist, will definitely go back for a genocide run.

it's like they made undertale

but yellow and also better. sorry not sorry

This review contains spoilers

DISCLAIMER:
This review is entirely for my own sake. You are welcome to read it but it may or may not contain spoilers for the whole game.

I went in with high expectations having heard so many people talk highly about it, and I have to say I was a bit let down by it. Let me try to explain why.

Firstly, I will say for clarity's sake that I did 3 playthroughs being as thorough as posible in all of them looking for all the items and dialogue I could find by backtracking quite often. I started with a pacifist one, then I got a neutral ending by accidentally aborting a genocide run in the last area, and I finished by correctly acquiring the genocide ending. I then looked up online some secrets and FUN value events, though I might have missed a few.

The premise is interesting, the surprise when the path diverts from that of Undertale is well executed and having Flowey helping you throughout the journey makes sense.

The Dark Ruins were fun to play through. The enemy designs and attack patterns start out strong, very varied and great; though the writing, the jokes and the puzzles fall a bit behind. The miniboss is a good tutorial for blue and orange. The Micro Froggit/Golden Pear secret was particularly good and satisfying, and although it's a recurring joke, it never gets as complicated and fun to find again. Dalv felt like a nothing character, and even further in the story he stays being just tangentially related.

Snowdin continues with great enemies and lackluster puzzles. The addition of NPCs makes for more opportunities for jokes and side-quests, which is great. We meet Tom Nook Mo, who is a simple but funny enough recurring character. The mail feels like a good addition, but ends up being heavily underutilized, it might just be an excuse to have fast travel at the end of the game. The Resort is pleasant enough with good foreshadowing. And we finally meet our main companion on the adventure, Martlet. I've read comparisons like "we have Papyrus at home", but I disagree. She has more personality, backstory and takes a lot of actions. She even has a character arc no matter the run you choose to do. This might be a good opportunity, however, to mention that all bossfights boil down to "dodge until they run aout of dialogue" with no puzzle to spare them.

We then take a detour to the Dunes. Basic enemies knock it out of the park, as usual. NPCs take a bit of a backseat until the Mines, where combat is the one that disappears.Moving on... oh, right! El Bailador exists. It's a nice change of pace, but it could have been so much more. Oasis Valley is very mediocre and forgettable except for:
a) The Mew Mew arcade game being good practice and foreshadowing for all final bosses (though it lacks a reward for beating it).
b) Undertale Red making an appearance. It's very minor, but it meant a lot to me so I HAD to mention it.

Next is the Wild West. I just didn't like it. The Feisty Four were good, Starlo is ok, Cebora doesn't exist until later in the pacifist run. But the whole plotline felt both rushed and dragged on. I had more fun seeing what the minor NPCs were up to between each Mission than with the main story during this section. (This is where the joke that made me laugh the hardest occurred. At one point looking through the hospital window results in something along the lines of "The doctor is cowering in the corner while a patient eats an apple.") The fight with the Feisty Four seemed good, but I wish I had died so I had to do it again with more dodging and less tanking so many hits. Their team attacks were fun, would have enjoyed more of them, other combinations and maybe all of them at the same time. The fight with Starlo, however, was very good. The lasso was a good mechanic (although I don't recall him having one before. Missed opportunity to foreshadow it). The conclussion was ok, leading to Ceroba taking the leading role replacing Martlet.

Steamworks is a place. The enemies suddenly feel uninspired. AXIS feels like a Mettaton rehash with no personality. Even the vendor fails at being an entertaining character and it had every chance to be one, being a tsundere vending machine. I can't imagine how boring this area must be in a neutral run without Ceroba dropping lore bombs left and right or Flowey starting to become scared of Clover. Having Cebora give you protection from a hit regularly is fun, but wholly unnecessary. Maybe if the faights were harder it would be more justified. Apparently the path changes in the netral route, but still quite boring. The bossfight shield mechanic is fun both on the ground and on the circle. The only problem is that the RNG of the attacks and the lasers sometimes makes damage unavoidable. Not my biggest gripe since I don't usually care for no-hitting, but it's annoying when it happens multiple times in a row.

Onto the finale. The revelation of Ceroba being untrustworthy took me by surprise. Chujin's house and tapes were nice. The small Hotland and MTT Hotel UG Apartments were well used without reusing every joke from Undertale. Martlet helps us chase Starlo and Ceroba to New Home and she attacks everyone. Her fight has a lot of RNG but it also has many checkpoints so it never really feels impossible, just difficult. Very fun seeing how powerful she is and all her phases. We get flashbacks of her past, Chujin and Kanako. Her motivations are then clear and reasonable. After beating her, choosing to spare or to kill leads to two different endings in which Clover sacrifices themselves in order for mosters to be free when the next human falls. A just ending.

Before moving onto the genocide route let me briefly mention that in the neutral route Flowey betrays you at the very end killing Martlet and absorbing Clover's soul. The Meta Flowey fight is pretty much an Omega Flowey redux, not much better nor worse, but fun nonetheless. He toys with us pretending to be beatable but ends up offering resetting the timeline to find a different ending.

As for genocide, every enemy has a hurt sprite which makes everything sadder. Interestingly the stock of items you can steal is limited, which makes resource management a thing you have to worry about, since there are 4 relatively challenging bossfights.

1) Martlet is no pushover, she doesn't go down easy. You are not high level, so health is low, your items are trash that barely heals and she hits like a truck. You have to learn to dodge them. Fun fight, took a couple of attempts.

2) Ceroba (wait already? Yes, and you are only level 11) is arguably harder/easier than her pacifist counterpart. I don't know if I found it easier or harder since they took about the same amount of attempts, but I can definitely say that this one was WAY more fun. No RNG, just hard patterns you have to memorize and learn how to dodge. She has attacks that freeze you in place, attacks that reduce your max health and a second phase at half health where her attacks become tougher and the walls reduce your max HP without a checkpoint in between. I loved this fight so much I beat it twice and I'm sure that I coul beat it heal-less if I tried hard enough. And I might.

3) AXIS is a surprise because instead of being chased by him, you chase him around to finish him off while he warns the other robots to hide. And instead of you using a shield, you have to attack him until you break his by learning to shoot with your soul and magically getting like 7 levels out of nowhere. Not super tough, but healing items were used.

4) Martlet is no pushover, she doesn't go down easy. This is what I meant, she's back and with a syringe with what I presume is DETERMINATION taken from Alphys' True Lab. She has two phases with a checkpoint in between, thankfully as both of them are hard on their own. The first involves using your new shooting ability and an even newer dash to take down her armor preventing you from attacking. You have to use your healing items wisely because her attacks are chaotic and you have to split your attention on shooting dodging and dashin and it's too many buttons to do it perfectly. The second phase involves using your shots and your attacks to reduce her health to zero, but you can't attack too often because most turns will be spent on "Endure" in order to try to outheal the damage you receive in increments of around 20. It's a good fight, but I probably would have enjoyed it more in auto-shooting mode to be able to focus on actually dodging and dashing instead of spamming, tanking and hoping not to get hit too much.

After that ends you absolutely anhilate Flowey overriding his save powers, then blast through Asgore and leave with the other 5 souls. The Genocide run was more fun for me than the Pacifist, which may be true for Undertale too because I'm a gameplay first type of person, but at least there I enjoyed the pacifist story too.

Lastly, the overall story was good. I enjoy that everyone (even Dalv) has a connection to Chujin, though I'm not sure I know where his hate towards humans came from. I might be forgetting something. (Oh, right. Kanako's friend was attacked by the blue soul. Eh, seems like a weak motive. Maybe Kanako being attacked would have made it more impactful and logical.)

Music was ok but it obviously can't reach the standard Toby Fox has set. I felt like there weren't enough motifs (if any) but I may have missed them.

Overall, this is too much of a fan-game and does not do enough of its own thing. I'm glad to have played it, but it just doesn't reach the expectations I had based on other people's comments. I'd recommend this to players who are starved for more undertale content if they are not satisfied with just Deltarune, or two people who had a big Undertale phase in the past and are nostalgic to have a fresh but familiar experience. If you played Undertale and thought it was just ok, skip this one. If you haven't played Undertale, go play that instead and come back to this in a few years.

I reckon waxing on about what a game like Undertale meant for someone like me as a somewhat emotionally stunted and depressed teenager on a review for something like this is preaching to the choir. Undertale was a game that came at the perfect time in my life, at the time it felt like the perfect game to me, and while I suppose it isn’t that, it might as well still be for me. I survived the “cringe trenches” of 2016-17 of a bunch of mostly harmless teenagers (like myself at the time) making AUs, remixes, fan-art, the works that made a lot of very strange people upset, before Deltarune and cultural reflection inevitably made Undertale cool again. Truth be told, as someone who was heavily invested in Undertale when I was younger, I never really paid any of the fanworks outside of strictly the main game much of a fair shake. Not sure why, I’m not exactly above that sort of material, but I just never found the interest. That said, of course I heard of Undertale Yellow at the time, and hearing of it releasing last year was something I knew I had to check out.

Let’s get the obvious out of the way, at least for me. Writing and music wise, this is definitely a peg below Toby Fox’s work. This is not a negative mind you. I think the game does a fantastic job of carving out its own niche while still keeping the spirit of the world that I fell in love with. And comparing a fanwork to its original is always going to be a tough uphill battle to overcome. Undertale Yellow is a game that fundamentally understands the general appeal of the original’s tone, and makes its own very unique spin to feel refreshing and familiar. The main cast of this game took some time to fully win me over, but towards the latter half, I really enjoyed what they brought to the table. Especially Starlow, who I reckon is a character about on the same caliber as some of the main cast of the original, which is a tough feat to overcome. The game also very smartly ditches almost all of the main cast of the game to mentions or a brief appearance, with the exception of Flowey, who is a smidge more toned down (at least in Pacifist) but still has some real shit eater energy.

With that out of the way, the real star of Yellow is undeniably its presentation and gameplay. They not only nailed the look, tone, and feel of what made its source material so good, but they really made it into a much more polished and refined work, that you only can really get from a team who love that world. Undertale is a shitty looking game a lot of the time, so even just seeing an actual run animation on the main protagonist is a big shock. While there is undeniably something that can be argued as being lost from the intentionally trashy look of the original, it is done with such passion, and more importantly confidence in itself that you come to respect its own vision. Boss fights in particular are a real treat in this game, both on a visual and mechanical level. They really do an amazing job differentiating the roster with some incredible sprite work that definitely outmatches the original in terms of visual fidelity, but some amazing backgrounds to boot. And fighting them is definitely on par with the original, although, I would say it never quite reaches those same high notes, it does come fairly close, and I think that is mighty commendable.

I think there is a natural apprehension towards fan made material of a well-known IP. Again, I remember high school, that sort of stigma is what made Undertale a “cringe game” to so many people. And in a lot of ways, I do understand where many folks are coming from. When people are passionate about a work, sometimes it can come off as strange, corny, very juvenile in a lot of aspects; and when something is extremely popular, that automatically means that the large size of that audience is going to attract more of some unsavory behaviors. Some of it can be more justified than others, but seeing how so many people 180’d on this game in particular always struck me as an example of how fucking stupid it all was. And seeing a game like Yellow, which can only have been made because of that community, come out almost a decade after the original’s release and capture hearts all over again warms my heart. There were times towards the beginning when I was waiting for the game to truly click with me the same way the original did, and attempting to enter my critical analysis mode, but overtime, this game made me remember why I loved Undertale so much to begin with. There is a charm to this game, that no other game has quite ever been able to replicate for me, maybe never will (outside of Deltarune) and that is okay. People are passionate, people will continue to love, and people will continue to create out of love, and I think that is a beautiful thing.

Ida de olla de fangame.
Personajes que rebosan carisma, trama y finales que parecen sacados del Undertale original y buenísima músca.
Es cierto que algunas partes del juego se quedan a medio gas, pero es una locura con el cariño que está hecho.
Starlo, Ceroba y Martlet son cristos, si me dicen que TobyFox es el autor me lo creería.


This review contains spoilers

Great FanPrequel. One of the best parts of this game is Clover's characterization and the duality between the Final Pacifist Boss (Ceroba unable to let go of the past, Clover overcoming her allows him to let go of the past crimes that occured against the humans, willing to sacrifice himself for the future of both mankind and monsterkind) and the Final Genocide Fight (Clover unable to let go of the past, the crimes commited against the past humans, unwilling to examine the nuance and circumstances behind why the monsters acted that way like he did in True Pacifist, Clover overcoming Marlet means, as the boss says, the "finality" of him continuing this repetitive conflict and being consumed by a past that will lead him and the future to being, as Flowey says, metaphorically "dead" even if he is literally alive, even if the future will continue, it will always be plagued by the neverending cycle of the past, Marlett willing to give everything in her, even sacrificing herself just so she could ensure a safer future for monsterkind). This duality cements one of the core ideas of the game, that the only way to ensure a better, safer, happier future, is to let go of the past and move on, that while the world is cruel, that doesn't mean you have to be cruel as well, nor does it mean that every part of the world is cruel, the world isn't as black and white as that, neither is humanity, nor monsterkind.

As many others have said, Undertale Yellow is a farcry from the original Undertale. Undertale not only has a far better game design in its boss battles and actually balancing them out rather than making them the most unfair boss fights ever, but it's also more efficient with the time it is. Even though the game is not that long, it sufficiently fleshes out the character in a way that feels satisfying and complete, unlike Undertale Yellow where you're left wanting more. None of the characters end up memorable except for Clover and Flowey, who by far have the best characterization and are the best well-writtwn characters in the game, especially Flowey with surprisingly amazing dialogue like "I don't see a brave hero or whatever you pretend to be. All I see are those beloved memories, replaying over and over and over and over....and you want to know the best part? Even if you kill me, I know how this ends. There's never been any escaping it. That castle may as well be a coffin because you're already dead! You hear that?! You're dead ha ha!" Honestly they did such an excellent job with Clover that I may end up thinking he's better than Frisk, so props to them for what they did with our near silent protagonist who can either engage in true justice and selflessness (Pacifist) or engage in the twisted Iteration of justice, revenge, and selfishness (Genocide). But outside of Clover and Flowey, none of the other characters are given the profound moments they deserve to make them feel like anything more than characters used to lift up Clover and the narrative. Their personalities aren't bad though.

Undertale Yellow's world is also amazing. Definitely one of the best parts of the game. The Steamworks, the Dunes, the Mines, so many new locations and areas that expand on Undertale's world and help give it the life it deserves. The world building flourishes in this game, so does the music. Exploring the world while simatenously listening to the beautiful music that played was an amazing experience.

Yes, Undertale Yellow has pacing issues but it's not nearly as bad as some people say it is.

Considering I've only played one game so far this year, Undertale Yellow is probably my game of the year, but that can change very quickly as the game's quality isn't something that any other well-written game can't easily surpass.

Undertale Yellow is a great game and the effort, love, and passion that was put into the game does bear fruit here, it's not the perfect game, it has many flaws, but for what seems to be one of this team's first games, if not their first, they did a fantastic job, and they have my praise for that.

one of the best mods for one of the best made RPG.

an incredibly convincing imitation of Undertale that doesn't come remotely close to any of its emotional highs.