I just like this, too clean, and expressive to dislike. Too stylized for me to see a flaw.
That is all.
Pretty good picture. Very good work on the shading. As for your thoughts on the game, they're reasonable though the reason Flowey was able to come back to life was the same reason that those weird things in Alphys lab were able to be resurrected; through an injection of determination. The reason that Flowey didn't melt like the others did was because the flower provided a solid body for him to inhabit. As for his emotions, it was more that he had no capacity to love or care for anyone. He could express emotions (evident through his facial expressions), feel frustration, sadness, fear (the last of which he never had to feel because he had the power to reset before Frisk came along), but none of the important stuff like love or happiness.
And about the genocide run, I'm pretty sure the creator made it so it wouldn't be fun, as it seems like he hoped and intended for people to take the no killing run. Unless you are a sadistic person or feel really unattached to the game, the genocide run is heartbreaking and really puts you into the role of a heartless villain (a lot of games don't tend to make you feel bad when you do something bad in a game of choice, but Undertale makes you feel every bump in the road). And as for villains, the real villain is the player, depending on the path they take. Chara might as well just be a name as she had no role than to help set up the plot and "influence" the player. Flowey could be thought of as a living incarnation of Chara's will or at least, that's how I thought of it. But the game really didn't have much in the way of villains. Any evil produced in the game comes from the player.
Oh yeah I know that Flowey could come back to life at all because of Determination, but separate of that the only sense "self" that can come back is constructed by their Essence in absence of a Soul. Essence was pretty much just made up for that one character to explain why they're a completely unsalvagable tragedy, which just seemed like a contrivance to me.
I don't think making the genocide run completely unfun doesn't really gel with Chara telling you how you did it all for XP/LV/Gold/ATK/DEF/stats and didn't care about the world/characters, because really most people (from what I can tell) either did it because that's just how they expect RPGs to work or because they really liked the world/characters and wanted to see more dialogue. None of which is part of the point Chara's trying to make from what I can see.
I mean, call them what you want - villains, antagonistic forces, whatever - I'm not really too concerned about semantics. The player definitely didn't produce Chara or Flowey's destructive nature, they're responsible for the Genocide run, which is the third "villain" I mentioned.
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