User prompt
Add an attack key. Sometimes the game stops and let's attack. But Sans should dodge the attacks, so that he can die after escaping 10 times. Asgore, on the other hand, can block attacks 12 times. After that, it may disappear. Flowey, on the other hand, destroys attacks until he dies by chance and asgo. After Sans and Asgore die, he changes to his strongest form and starts to send 10 İvy, which he destroys attacks 5 times, but dies after that. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase the number of gaster blasters to 10
User prompt
Increase the number of spears to 2. Let the number of Ivy be 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let it be a gaster blaster. (Sans's) And a white beam will come through it. (there will be a black line around it) damage:12 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Don't let the characters be themselves. Add assets to them
User prompt
There must be people who send them to us. Let there be 3 people 1.Sans 2.asgore 3.flowey Sans side (Bone thrower) asgore in the middle (The owner of the Hoe) Flowey on the other side (Ivy sender) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the Ivys go from top to bottom of the box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the ivy go from the top of the box to the bottom ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
LET THE ANCHOR MOVE LEFT AND RIGHT. LET THE IVY MOVE UP AND DOWN ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the left move up and down, not the right
User prompt
Do Ivy Let it be like an anchor, but it should bend down from the top of the box (Let it be 800 Height) And let there be 2-3 of them ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the Ivy come sometimes (Let the Ivy deal 5 damage and slow it down for %25) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Our health is running low on its own. Remove self-reduction
User prompt
Delete yellow thing
User prompt
Delete the heart from moving itself
User prompt
Reduce irradiation of bones by 75%
User prompt
Make our health 92. Let the bones deal 4 damage. Anchor 6 Damage
User prompt
WhReduce the rate of bones coming out a lot, and reduce the bidet speed excessively
User prompt
Bones slow down bones very fast. Get us up to speed. And when we stop touching, let's slow down a little and stop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the anchor is orange, we can move, but if we don't move, our health decreases. Blue is the opposite, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
WHY THE ANCHOR SHOULD BE OUTSIDE THE BOX, IT SHOULD NOT BE OUTSIDE AT ALL ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The anchor is only the longer the box, that is, the anchor does not go out of the box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the anchor Height 1200 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Anchor Let it not be long, but thick. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the anchor be as long as the box. Don't let it be thick ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Anchor = Container.expand(function () {
var self = Container.call(this);
// Create anchor graphic
var anchorGraphics = self.attachAsset('anchor', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 10
});
self.isBlue = true; // true = blue (stop), false = orange (move)
self.damage = 6;
self.lastX = 0;
self.lastY = 0;
self.colorChangeTimer = 0;
self.colorChangeInterval = 180; // Change color every 3 seconds at 60fps
self.speed = 3;
self.movingRight = true;
// Update anchor color
self.updateColor = function () {
if (self.isBlue) {
anchorGraphics.tint = 0x0066ff; // Blue
} else {
anchorGraphics.tint = 0xff6600; // Orange
}
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Move horizontally within the box boundaries
var anchorHalfWidth = 60; // Half of 120px anchor width
var minX = boxX + 8 + anchorHalfWidth;
var maxX = boxX + boxWidth - 8 - anchorHalfWidth;
if (self.movingRight) {
self.x += self.speed; // Move right
if (self.x >= maxX) {
self.x = maxX;
self.movingRight = false; // Switch to moving left
}
} else {
self.x -= self.speed; // Move left
if (self.x <= minX) {
self.x = minX;
self.movingRight = true; // Switch to moving right
}
}
// Keep anchor within vertical bounds of the box
var anchorHalfHeight = 600; // Half of 1200px anchor height
var minY = boxY + 8 + anchorHalfHeight;
var maxY = boxY + boxHeight - 8 - anchorHalfHeight;
if (self.y < minY) {
self.y = minY;
}
if (self.y > maxY) {
self.y = maxY;
}
// Change color periodically
self.colorChangeTimer++;
if (self.colorChangeTimer >= self.colorChangeInterval) {
self.isBlue = !self.isBlue;
self.updateColor();
self.colorChangeTimer = 0;
}
};
// Initialize with blue color
self.updateColor();
return self;
});
var Asgore = Container.expand(function () {
var self = Container.call(this);
// Create Asgore using proper Asgore image asset
var asgoreGraphics = self.attachAsset('asgore', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self.attackTimer = 0;
self.attackInterval = 240; // Attack every 4 seconds
return self;
});
var BoxBoundary = Container.expand(function () {
var self = Container.call(this);
// Create four walls for the box
var topWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 1600,
height: 8
});
var bottomWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 1600,
height: 8
});
var leftWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 8,
height: 1200
});
var rightWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 8,
height: 1200
});
// Position walls
topWall.x = 0;
topWall.y = 0;
bottomWall.x = 0;
bottomWall.y = 1200 - 8;
leftWall.x = 0;
leftWall.y = 0;
rightWall.x = 1600 - 8;
rightWall.y = 0;
return self;
});
var Flowey = Container.expand(function () {
var self = Container.call(this);
// Create Flowey using proper Flowey image asset
var floweyGraphics = self.attachAsset('flowey', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self.attackTimer = 0;
self.attackInterval = 600; // Attack every 10 seconds
return self;
});
var GasterBeam = Container.expand(function () {
var self = Container.call(this);
// Create black border first (behind white beam)
var beamBorder = self.attachAsset('beamBorder', {
anchorX: 0.5,
anchorY: 0.5
});
// Create white beam on top
var whiteBeam = self.attachAsset('whiteBeam', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 12; // Gaster beam damage
self.speed = 4;
self.lastX = 0;
self.lastY = 0;
self.targetX = 0;
self.targetY = 0;
self.isActive = false;
self.fireBeam = function (targetX, targetY) {
if (self.isActive) return;
self.isActive = true;
self.targetX = targetX;
self.targetY = targetY;
// Calculate direction to target
var deltaX = targetX - self.x;
var deltaY = targetY - self.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Set rotation to point towards target
self.rotation = Math.atan2(deltaY, deltaX) + Math.PI / 2; // Add 90 degrees because beam asset points up
// Move towards target
tween(self, {
x: targetX,
y: targetY
}, {
duration: distance / self.speed * 16,
// Adjust duration based on distance
easing: tween.linear,
onFinish: function onFinish() {
self.isActive = false;
}
});
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
var GasterBlaster = Container.expand(function () {
var self = Container.call(this);
// Create Gaster Blaster using image asset
var blasterGraphics = self.attachAsset('gasterBlaster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self.chargeTime = 60; // 1 second charge time at 60fps
self.chargeTimer = 0;
self.isCharging = false;
self.isReady = false;
self.beamDuration = 120; // 2 seconds beam duration
self.beamTimer = 0;
self.targetX = 0;
self.targetY = 0;
self.startCharge = function (targetX, targetY) {
if (self.isCharging || self.isReady) return;
self.isCharging = true;
self.targetX = targetX;
self.targetY = targetY;
self.chargeTimer = 0;
// Point towards target during charge
var deltaX = targetX - self.x;
var deltaY = targetY - self.y;
self.rotation = Math.atan2(deltaY, deltaX);
// Flash effect during charge
tween(blasterGraphics, {
alpha: 0.3
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
tween(blasterGraphics, {
alpha: 1
}, {
duration: 100,
easing: tween.linear
});
}
});
};
self.fireBeam = function () {
if (!self.isReady) return null;
var beam = new GasterBeam();
beam.x = self.x;
beam.y = self.y;
beam.lastX = beam.x;
beam.lastY = beam.y;
beam.fireBeam(self.targetX, self.targetY);
return beam;
};
self.update = function () {
if (self.isCharging) {
self.chargeTimer++;
if (self.chargeTimer >= self.chargeTime) {
self.isCharging = false;
self.isReady = true;
self.beamTimer = 0;
}
} else if (self.isReady) {
self.beamTimer++;
if (self.beamTimer >= self.beamDuration) {
self.isReady = false;
}
}
};
return self;
});
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartGraphics = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Ivy = Container.expand(function () {
var self = Container.call(this);
// Create ivy graphic - anchor from top to hang down
var ivyGraphics = self.attachAsset('ivy', {
anchorX: 0.5,
anchorY: 0
});
self.damage = 5;
self.speed = 3;
self.lastX = 0;
self.lastY = 0;
self.movingRight = true;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Move downward from top to bottom of box
self.y += self.speed; // Always move down
};
return self;
});
var Sans = Container.expand(function () {
var self = Container.call(this);
// Create Sans using proper Sans image asset
var sansGraphics = self.attachAsset('sans', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self.attackTimer = 0;
self.attackInterval = 720; // Attack every 12 seconds
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf0f8ff
});
/****
* Game Code
****/
// Box dimensions
var boxX = 224; // Center the 1600px box in 2048px screen
var boxY = 766; // Center the 1200px box in 2732px screen
var boxWidth = 1600;
var boxHeight = 1200;
// Create box boundary
var boundary = game.addChild(new BoxBoundary());
boundary.x = boxX;
boundary.y = boxY;
// Create heart character
var heart = game.addChild(new Heart());
heart.x = boxX + boxWidth / 2; // Center of box
heart.y = boxY + boxHeight / 2; // Center of box
// Create the three characters
// Sans on the left side (bone thrower)
var sans = game.addChild(new Sans());
sans.x = boxX - 150; // Left side of box
sans.y = boxY + boxHeight / 2; // Middle height
// Asgore in the middle (anchor owner)
var asgore = game.addChild(new Asgore());
asgore.x = boxX + boxWidth / 2; // Center of box horizontally
asgore.y = boxY - 150; // Above the box
// Flowey on the right side (ivy sender)
var flowey = game.addChild(new Flowey());
flowey.x = boxX + boxWidth + 150; // Right side of box
flowey.y = boxY + boxHeight / 2; // Middle height
// Create lives display
var livesTxt = new Text2('Lives: 92', {
size: 80,
fill: 0x000000
});
livesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(livesTxt);
// Dragging variables
var isDragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Constraint function to keep heart within boundaries
function constrainHeartPosition() {
var heartRadius = 50; // Half of heart width/height
// Left boundary
if (heart.x - heartRadius < boxX + 8) {
heart.x = boxX + 8 + heartRadius;
}
// Right boundary
if (heart.x + heartRadius > boxX + boxWidth - 8) {
heart.x = boxX + boxWidth - 8 - heartRadius;
}
// Top boundary
if (heart.y - heartRadius < boxY + 8) {
heart.y = boxY + 8 + heartRadius;
}
// Bottom boundary
if (heart.y + heartRadius > boxY + boxHeight - 8) {
heart.y = boxY + boxHeight - 8 - heartRadius;
}
}
// Player control variables
var targetX = 0;
var targetY = 0;
var isPlayerControlling = false;
// Touch/mouse down event
game.down = function (x, y, obj) {
isPlayerControlling = true;
targetX = x;
targetY = y;
};
// Touch/mouse move event
game.move = function (x, y, obj) {
if (isPlayerControlling) {
targetX = x;
targetY = y;
}
};
// Touch/mouse up event
game.up = function (x, y, obj) {
isPlayerControlling = false;
};
// Lives system
var lives = 92;
// Movement variables
var heartSpeed = 8;
var movementDirection = {
x: 1,
y: 0.5
}; // Initial movement direction
var lastDirectionChangeTime = 0;
var directionChangeInterval = 2000; // Change direction every 2 seconds
// Gaster Blaster and beam system
var gasterBlasters = [];
var gasterBeams = [];
var maxBlasters = 10;
var blasterSpawnTimer = 0;
var blasterSpawnInterval = 720; // Spawn every 12 seconds at 60fps
var waveIntensity = 1;
// Anchor system
var anchors = [];
var maxAnchors = 2;
var anchorSpawnTimer = 0;
var anchorSpawnInterval = 240; // Spawn every 4 seconds at 60fps
// Ivy system
var ivies = [];
var maxIvies = 5;
var ivySpawnTimer = 0;
var ivySpawnInterval = 600; // Spawn every 10 seconds at 60fps
// Slow effect system
var isSlowed = false;
var slowEndTime = 0;
var normalHeartSpeed = 8;
// Function to spawn a new Gaster Blaster at random edge position
function spawnGasterBlaster() {
if (gasterBlasters.length >= maxBlasters) return;
var blaster = new GasterBlaster();
var edge = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
// Position blaster at random point on selected edge
switch (edge) {
case 0:
// Top edge
blaster.x = boxX + Math.random() * boxWidth;
blaster.y = boxY - 100;
break;
case 1:
// Right edge
blaster.x = boxX + boxWidth + 100;
blaster.y = boxY + Math.random() * boxHeight;
break;
case 2:
// Bottom edge
blaster.x = boxX + Math.random() * boxWidth;
blaster.y = boxY + boxHeight + 100;
break;
case 3:
// Left edge
blaster.x = boxX - 100;
blaster.y = boxY + Math.random() * boxHeight;
break;
}
gasterBlasters.push(blaster);
game.addChild(blaster);
// Start charging to attack the heart
blaster.startCharge(heart.x, heart.y);
}
// Function to spawn a new anchor at random position within the box
function spawnAnchor() {
if (anchors.length >= maxAnchors) return;
var anchor = new Anchor();
// Position anchor within the box boundaries for horizontal movement
var anchorHalfWidth = 60; // Half of 120px anchor width
var startFromLeft = Math.random() < 0.5;
if (startFromLeft) {
anchor.x = boxX + 8 + anchorHalfWidth; // Start from left edge inside box
anchor.movingRight = true; // Moving right
} else {
anchor.x = boxX + boxWidth - 8 - anchorHalfWidth; // Start from right edge inside box
anchor.movingRight = false; // Moving left
}
// Random Y position within the box, constrained to keep full anchor height inside
var anchorHalfHeight = 600; // Half of 1200px anchor height
anchor.y = boxY + anchorHalfHeight + Math.random() * (boxHeight - 2 * anchorHalfHeight);
anchor.lastX = anchor.x;
anchor.lastY = anchor.y;
anchors.push(anchor);
game.addChild(anchor);
}
// Function to spawn a new ivy hanging from top of box like an anchor
function spawnIvy() {
if (ivies.length >= maxIvies) return;
var ivy = new Ivy();
// Position ivy at the very top of box to move downward (anchor point is at top of ivy)
ivy.y = boxY + 8; // Start from top edge inside box
// Random X position within the box, constrained to keep full ivy width inside
var ivyHalfWidth = 60; // Half of 120px ivy width
ivy.x = boxX + ivyHalfWidth + Math.random() * (boxWidth - 2 * ivyHalfWidth);
ivy.lastX = ivy.x;
ivy.lastY = ivy.y;
ivies.push(ivy);
game.addChild(ivy);
}
// Game update loop
game.update = function () {
// Increase wave intensity over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
waveIntensity = Math.min(waveIntensity + 0.5, 4);
maxBlasters = Math.min(Math.floor(2 + waveIntensity), 10);
blasterSpawnInterval = Math.max(Math.floor(720 - waveIntensity * 120), 300);
}
// Update Sans attack timer and spawn Gaster Blasters
sans.attackTimer++;
if (sans.attackTimer >= sans.attackInterval) {
// Sans spawns Gaster Blasters
var spawnCount = Math.random() < 0.4 ? Math.floor(waveIntensity) : 1;
for (var s = 0; s < spawnCount && gasterBlasters.length < maxBlasters; s++) {
spawnGasterBlaster();
}
sans.attackTimer = 0;
}
// Update Asgore attack timer and spawn anchors
asgore.attackTimer++;
if (asgore.attackTimer >= asgore.attackInterval) {
// Asgore sends anchors
spawnAnchor();
asgore.attackTimer = 0;
}
// Update Flowey attack timer and spawn ivies
flowey.attackTimer++;
if (flowey.attackTimer >= flowey.attackInterval) {
// Flowey sends ivies - spawn 2-3 ivies at once
var spawnCount = Math.floor(Math.random() * 2) + 2; // 2 or 3 ivies
for (var i = 0; i < spawnCount && ivies.length < maxIvies; i++) {
spawnIvy();
}
flowey.attackTimer = 0;
}
// Handle slow effect expiry
if (isSlowed && LK.ticks >= slowEndTime) {
isSlowed = false;
heartSpeed = normalHeartSpeed;
}
// Update all Gaster Blasters and spawn beams when ready
for (var i = gasterBlasters.length - 1; i >= 0; i--) {
var blaster = gasterBlasters[i];
// Check if blaster is ready to fire
if (blaster.isReady && blaster.beamTimer === 0) {
var beam = blaster.fireBeam();
if (beam) {
gasterBeams.push(beam);
game.addChild(beam);
}
}
// Remove blasters that have finished their attack cycle
if (!blaster.isCharging && !blaster.isReady) {
blaster.destroy();
gasterBlasters.splice(i, 1);
continue;
}
}
// Update all beams and check for collisions
for (var j = gasterBeams.length - 1; j >= 0; j--) {
var beam = gasterBeams[j];
// Check if beam hit the heart
if (beam.intersects(heart)) {
// Reduce lives by beam damage (12)
lives -= beam.damage;
livesTxt.setText('Lives: ' + lives);
// Flash screen white to indicate beam damage
LK.effects.flashScreen(0xffffff, 600);
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
// Remove the beam that hit us
beam.destroy();
gasterBeams.splice(j, 1);
continue;
}
// Remove beams that are too far from the play area or inactive
var distanceFromCenter = Math.sqrt(Math.pow(beam.x - (boxX + boxWidth / 2), 2) + Math.pow(beam.y - (boxY + boxHeight / 2), 2));
if (distanceFromCenter > 2000 || !beam.isActive) {
beam.destroy();
gasterBeams.splice(j, 1);
continue;
}
}
// Update all anchors and check for collisions
for (var j = anchors.length - 1; j >= 0; j--) {
var anchor = anchors[j];
// Removed health decrease timer initialization
// Removed anchor-based health decrease mechanic
// Check if anchor hit the heart
if (anchor.intersects(heart)) {
var shouldTakeDamage = false;
// Blue anchor: damage if player is moving
if (anchor.isBlue && isPlayerControlling) {
shouldTakeDamage = true;
}
// Orange anchor: damage if player is not moving
else if (!anchor.isBlue && !isPlayerControlling) {
shouldTakeDamage = true;
}
if (shouldTakeDamage) {
// Reduce lives by anchor damage (2)
lives -= anchor.damage;
livesTxt.setText('Lives: ' + lives);
// Flash screen purple to indicate anchor damage
LK.effects.flashScreen(0x8800ff, 700);
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
}
// Remove the anchor that hit us
anchor.destroy();
anchors.splice(j, 1);
continue;
}
// Anchors now stay within box bounds, so no need to remove them for going off screen
// They will only be removed when hitting the heart
}
// Update all ivies and check for collisions
for (var k = ivies.length - 1; k >= 0; k--) {
var ivy = ivies[k];
// Check if ivy hit the heart
if (ivy.intersects(heart)) {
// Reduce lives by 5
lives -= ivy.damage;
livesTxt.setText('Lives: ' + lives);
// Apply slow effect (25% speed reduction)
isSlowed = true;
heartSpeed = normalHeartSpeed * 0.75;
slowEndTime = LK.ticks + 300; // Slow for 5 seconds at 60fps
// Flash screen green to indicate ivy damage and slow
LK.effects.flashScreen(0x00ff00, 600);
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
// Remove the ivy that hit us
ivy.destroy();
ivies.splice(k, 1);
continue;
}
// Remove ivies that have reached the bottom of the box
// Since ivy anchor is at top (anchorY: 0), check when ivy top + height reaches bottom
if (ivy.y + 800 >= boxY + boxHeight - 8) {
ivy.destroy();
ivies.splice(k, 1);
continue;
}
}
if (isPlayerControlling) {
// Calculate direction toward target
var deltaX = targetX - heart.x;
var deltaY = targetY - heart.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Move toward target if not already there
if (distance > 5) {
// Normalize direction and apply speed
movementDirection.x = deltaX / distance;
movementDirection.y = deltaY / distance;
heart.x += movementDirection.x * heartSpeed;
heart.y += movementDirection.y * heartSpeed;
}
}
// Ensure heart stays within bounds each frame
constrainHeartPosition();
}; ===================================================================
--- original.js
+++ change.js
@@ -398,9 +398,9 @@
var directionChangeInterval = 2000; // Change direction every 2 seconds
// Gaster Blaster and beam system
var gasterBlasters = [];
var gasterBeams = [];
-var maxBlasters = 3;
+var maxBlasters = 10;
var blasterSpawnTimer = 0;
var blasterSpawnInterval = 720; // Spawn every 12 seconds at 60fps
var waveIntensity = 1;
// Anchor system
@@ -491,9 +491,9 @@
// Increase wave intensity over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
waveIntensity = Math.min(waveIntensity + 0.5, 4);
- maxBlasters = Math.min(Math.floor(2 + waveIntensity), 6);
+ maxBlasters = Math.min(Math.floor(2 + waveIntensity), 10);
blasterSpawnInterval = Math.max(Math.floor(720 - waveIntensity * 120), 300);
}
// Update Sans attack timer and spawn Gaster Blasters
sans.attackTimer++;
Undertale Heart. In-Game asset. 2d. High contrast. No shadows
Undertale bone with black outline. In-Game asset. 2d. High contrast. No shadows
Undertale asgore spear. In-Game asset. 2d. High contrast. No shadows
Ivy. In-Game asset. 2d. High contrast. No shadows
Sans Undertale. In-Game asset. 2d. High contrast. No shadows
Asgore Undertale. In-Game asset. 2d. High contrast. No shadows
Flowey Undertale but with 6 souls (Orange,Green,Yellow,blue,Purple, Light Blue). In-Game asset. 2d. High contrast. No shadows
Flat staring gaster blaster Undertale. In-Game asset. 2d. High contrast. No shadows
Undertale heart but blue. In-Game asset. 2d. High contrast. No shadows
Green Heart Undertale. In-Game asset. 2d. High contrast. No shadows
Yellow heart Undertale. In-Game asset. 2d. High contrast. No shadows