The absolute strongest selling point of this simulator is accessibility. If you just want to experience the chaotic dodge-fest of fighting a giant, terrifying, TV-headed plant, this game delivers exactly what it says on the tin.

The mechanics are faithfully recreated: you have your classic red SOUL, the ability to switch between vertical and horizontal movement depending on the attack phase, and the desperate scramble to call upon the souls of your fallen friends to heal. The best simulators nail the speed and the density of the bullet patterns. When the screen is flooded with vines, lasers, and bombs, and the menacing 16-bit track is blaring, the game genuinely captures that heart-pounding, sweat-inducing panic that made the original fight so legendary.

For content creators, speedrunners, or people who just want to practice a specific phase of the fight (like the infamous Opera attack or the finger-gun sequence), this simulator is an incredibly useful tool.

In the actual game, this is where the player "wins" by selecting "Save" on the stolen souls. In most simulators, this is recreated via a QTE (Quick Time Event) . Once the six phases are survived, the souls float around the screen. The player must click each soul before Flowey’s desperate final attack (the circle of rotating vines) kills them.

Difficulty Spikes – Some fan versions overtune the damage scaling, making it nearly impossible without preternatural reflexes. Others are too forgiving, letting you tank hits that would kill you in canon. There’s little consistency across builds.

Limited Depth – Once you learn the attack patterns (which are largely fixed), the replay value plummets. There’s no alternate ending, no hidden “ACT” options, and no mercy route – it’s pure survival.

This is where the simulator gets chaotic. One by one, each human soul (Patience, Bravery, Integrity, Perseverance, Kindness, and Justice) will take control of Flowey’s attack patterns. You must memorize these:

Simulator Specific: In many fan simulators, Phase 2 cycles randomly. This is actually harder than the base game because you cannot predict which soul comes next.

The fight begins with Flowey blocking the "Fight," "Act," and "Mercy" buttons. In the simulator, the UI is usually recreated in HTML5 or Flash (though most modern versions use JavaScript/Canvas).

  • Phase Skip / Practice Mode – Jump directly to any phase (e.g., the “Friendliness Pellets” segment, the soul color gauntlet, or the final “save the souls” stand).
  • Damage & Hit Feedback – Real-time damage numbers, invincibility frames indicator, and an optional hitbox viewer.
  • Scoring System – Tracks survival time, hits avoided, and phase transitions completed without being hit.
  • Visual Filters – CRT scanlines, pixel smoothing, or “authentic” 4:3 aspect ratio toggle.
  • For the Orange and Blue soul phases, hug the left or right wall. Most bullet patterns spawn from the center. By staying peripheral, you reduce the cognitive load of tracking projectiles.