Upon startup, you will be greeted with this passage:

Afterwards you will see this short cutscene where we are introduced to "Rik Lersaliel":




Here we can enter a name, I choose to not be so creative today.

After that, we will spawn in Swapfell's version of "the ruins".

I gotta say, that is one funky looking character model there. Kris and Frisk are pretty "player size" all things considered, but Rik here is a wideboi.
Moving right we come across a tree holding onto a locket:




We take it, with Rik(?) having a few words beforehand:




And so we do.

Rik is now dawning a locket and mask on him instead of the Frisk+purple face bruise(?) he had going on before.
Going to the right leads to a brickroad along with a save point to another doorway.
The next room features some puzzle paintings you have to interact with in order to light them all up.
The sign next to them:

Upon solving the puzzle and unlocking the door to the right, we proceed and are greeted with a short animated cutscene into Chapter 1:


I wish I could show you it because it is a nice detail they added to this, but for the sake of keeping this post simple, I'll just be sticking with screenies.
Moving forward is another pathway, featuring... this.
Beyond that, we enter what could be described as our "tutorial" room.


Well sure thing weird sausage boxer. Interacting with *not* Mettaton gets us this:


We turn it on, and a battle initiates.



If it wasn't obvious before, this game does take
very heavy influence from OFF; down to the abstract background visuals. Beyond this however it still has its own Undertale flavor mixed with an OFF-influence, the screenshots don't show it but every battle sprite is animated, kind of like the battle sprites from OMORI for a quick comparison. It's a really nice touch that pays homage to Undertale's black and white sprites while acknowledging OFF's enemy sprites and battle setup.
Anyways back to gameplay:

I Hate You opted to take Deltarune's battlesystem instead of Undertale's which only has you dodge projectiles. I welcome this change as I think it is the "better"/more interesting approach to dodging bullets with its grazing system.
I opted for a pacifist route for this run you will see moving forward.
Moving upwards into the next room we will be entering the "Kingdom of Montsers".

Next room has me doing a simple button number puzzle to press them in the right sequence. I think this might've been lifted straight from OFF, not sure since it's been a while since I last played it but it'd be funny if it was lol.

Seeing that this is the first area of an Undertale AU, it's no surprise we'll be seeing a few familiar faces here.

Each enemy does have its own unique attacks, so it's not like they'd be ripped straight from Undertale obvs. I didn't bother 'capping any after the tutorial one since doing that while trying to dodge bullets wouldn't be ideal, but they were interesting.
We meet some more locals around the kingdom.



We meet up at another "puzzle", which is just picking up blocks and placing them across to build a bridge like that one section in Waterfall with the lilypads in UT.
Here I actually get into another battle with a different enemy.

I actually died twice to him because I was that much of a donkey dick beginner to dodge his attacks. They weren't hard, just getting used to it was all.
If you do die you will be greeted with this message and image.
After that minor blunder, we build the bridge and keep going.

And see uh, this guy.

Next room up ahead has another save point and painting puzzle.


Next room has a sort of "town" going on with residents in housing, along with other NPCs for you to speak with.


Interacting with some of the doors has some interesting dialouge.









While walking around I got into another battle with a new enemy this time, the "Oru".
This is where I gotta take a stop to drop my biggest critique and where this thread's title finally comes into play the most:


I really
really do not like this. Mentioning real world figures in your Undertale universe is emersion breaking to its fullest. I don't know why they thought mentioning Lebron or Ronaldo was a good idea beyond "this is a foot/hand enemy" or "el oh el quirkkkyyyyyyy xd", when they could have easily replaced this with a sportsball related sentence. There's another enemy that's also like this kind of, but we'll get to him when he shows up.
By the way forgot to mention, to pacify enemies you have to "Interact" with them and select the correct choice presented after you hear what they have to say. Some of it's funny/your typical Undertale/Deltarune dialogue responses.
Going up from the town you'll enter a small hallway featuring a box and another odd NPC.


Going right of the town there will be more doors for you to knock on. These were the two I found the most amusing.

Further to the right has us meeting our "ruins moving rock" moment with this statue by picking it up.

Our walking speed is immediately slowed to a crawl as Rik will have to carry it to a button down below. Of which the statue continually pesters us.






There's another bridge building section up ahead, where we meet this poor chap who had their legs cut off by one of Asgore's minions.

Minor tangent, but I think it should be "peoples' legs" not "people's leg" (singular).
Next room has us in Museum now.

Here we have a bit of insight into how Monsters view the Humans.



Going right we meet a few more faces.

Including this very obvious Giygas-fellow.

That's all he says.
This is another number button puzzle room btw, you only need to press 1, 2, 3, 5, and 6 but not in that order (I'm actually not sure if it's different for every run/personal computer it's running on, but it was pretty dead easy just trial and erroring it).
While fiddling with the buttons, I ended up getting into a double battle with Froge and a new enemy called Kool. I didn't screencap them both unfortunately, but I only screencapped one part from Kool that I wanted to bring attention to.

This was the other enemy besides Oru that brings up real world aspects to this Undertale fangame. This one you could argue is less egregious than bringing up Lebron James, but this passage still implies that the United States does exist in this Undertale fangame's universe and that doesn't quite sit right with me still. His other question actually asks where Antarctica is, and I feel like that's a little more acceptable since Antarctica is a big frozen wasteland and not a continent filled with society building and history.
Moving up we see a well with 5 Gold and a door to a shop.

The keeper has 1 set of armor useful to us, the other is a speedboost for moving the Soul in battle, but I haven't used that throughout my playthrough since I only wanted the armor to tank attacks. The rest are a few healing items.
Talking to her(?) brings up some topics to discuss.

Picking Introduction introduces her as "Terra".

Picking History tells us of this town, Asgore's ruling and the Human Monster war that apparently only happened 20 years ago.


Picking King tells more about Asgore.


Picking Kingdom.


A new option arises over "pawns".

Leaving the shop we are greeted by more residents around town.


Had to solve another painting puzzle which actually took me a decent bit to figure out before moving on.
In the next room, the music actually gets a bit quieter as we approach our "Mini boss" for this area.

Moving right ends up being Shyren from Waterfall that replaces Napstablook.


To pacify her, you just have to repeat the notes she sings back when you're presented with the options.

Doing it enough will make her less shy until she is pacified.

She sings a cute little tune after battle.

More residents to talk to in the next room.


There's more minions to the right. Strangely they don't have anything to say when you interact with them when you'd think they should.
This area actually has two new enemies. One with a very humorous name.
The other is a maggot-ish creature.
I actually died to one of the guys while trying to figure out this bridge section below, which meant doing the Shyren fight again. A little annoying but the save point was very close anyways.
Next room shows us Asgore has captured some rebels pushing against him.

Moving forward we find a flag and a shifty guy next to it.


Spooky
We are getting much closer to Asgore's castle, here we are greeted by a few of his minions.
This one actually stops you mid-walking just to tell you Asgore expects to meet you.



Oh my god, it just hit me that the guards and men in red ties having to "work" for a mad king is also ripped straight from OFF, loooooooool.
But moving upwards we see the front of the castle, with its big clocks and tower bell.
We enter the final area for Chapter 1.

Moving up we see this... thing, and interacting with it teleports us to the next room.

Interacting with the hooks allows us to open doors here.

No these signs are not "misspelled", there is a reason why they are spelled that way come later.
There's a few more resident workers around here we can still interact with.

I think they're talking about Toriel here and watching one of the kids die like in Undertale's backstory.
Moving further left we are greeted by the pawns.


Defeating them allows access to the hooks for you to unlock the door behind where this room is. There's a right side with two more pawns for you to battle to access the other hook.
Entering the next room we meet more monsters.


Interesting to note, apparently only Rik's reflection is visible in the mirrors.

Stepping on the red flowers shows a brief lighted passage to where you should follow to the next patch of red flowers. Stepping on the wrong tile brings you back to the beginning.
Upon reaching the end of the room, we see this creepy face.
Interacting does nothing, only when you try to proceed does it stop you.


There's this one attack it has where a bunch of realistic teeth show up and bite down to damage you, kind of similar to one of the Amalgam attacks in UT, but it's a really good way of subverting the white projectiles into something more creepier and different.
More dialogue.

Save point.

Moving up we see this fella and his beaten down barrel. Interacting with it has enemies emerging from it.




The dude going flying off screen as we enter a battle.

These are 3 Russian dolls that need to be defeated. Not really much reason for them to be here, but it's a neat inclusion regardless.
After pacifying them, we go on and see a Temmie pawn worker??
Next room over.
Going left brings us to a very off-kilter hallway and a few more monsters.
Another flower room and more dialogue.

Monster next to him doesn't say anything.
The flower room has another Babyface fight, along with pulling hooks in the flower patches to open the next door coming up.
Not before having to fight some more pawns though.


And with that, we enter a staircase.

Going down wraps us around the screen from right to left, kind of neat to see.
We see a few paintings as we pass by.
Ah nevermind this game is 'Jeet approved, go home and saar redeem everyone.

After reaching the bottom, we meet up with this pawn with a shell(?) on its head giving us a warning and a tool for use.



Proceeding right we will be met with a bunch of objects separated by rooms from each other.


Moving to the final room to the right, we see this rabbit/duck thing again.

This once again teleports us to the next room over.
Moving right takes us to an elevator to the roof of the castle.

I can't show it here, but pressing the button doesn't bring up any sort of text box, but an ominous sound effect as the door animates open.
Walking in we will press the button to reach the top floor.
Once the door closes, we are greeted with yet another animated cutscene.

And we reach the top.

Once we proceed right, we finally meet Asgore.












After this is finished, we get a cool short animation of Rik grabbing his spear as he enters battle.
I'm not totally sure why they have Asgore speak like this. I don't know if it's supposed to be old English, a certain dialect of Irish, or it's been so long he's gone mad in his speaking, but they're clearly going for a more Anglo-Saxon tone of speaking.
But upon engaging, we see that Asgore is
massive.
And he sure as hell isn't a pushover either, I ended up dying to him a few times because his attacks were fairly challenging.
Like the pawn before said and gifted to us, we cannot attack or speak our way out of Asgore's ruthless ways, so we must use the sandman flute to put him to sleep.


We have to use the flute 10 times before putting him to sleep. It says 8 here since it advanced the text before I could capture it before.

I didn't mention this before because I never got a good capture, but when you use a spell, this orange ring appears alongside you when you cast it. Which surprise surprise is another reference to OFF and the Batter's rings.
When you get down to 4 uses left, he will summon a creature called Cabeira.

This thing was responsible for kicking my ass at least 2 times I think because of the way it moves and the size of it.
You either have to kill it or pacify it 3 times before sparing it to make it disappear. I don't think it's required, but it'll sure as hell make your life easier once it's gone.
Once you're down to 2 uses left, Asgore will briefly fall asleep and cast more slow attacks before waking up and firing off an entourage of other projectiles.
But once you used the flute 10 times he'll be asleep completely.
There's no other option for you to take, other than running away.
We return to the overworld.
Going right brings us down another flight of stairs and some more dialogue.



Reaching the bottom, we are now at a bus station were we can enter to travel to the next area/chapter over.

We say yes.
And that is the end of SwApFell: I Hate You.
But we're not done yet!
We still have the genocide route to take care of real quick.
I actually ended up botching it the first go around because I thought it functioned like Undertale's Geno route where you kill all the enemies before you fight Toriel. It's a little bit different, you have to kill all the monsters
before you meet up with Shyren. The game will let you know when you're done killing enough monsters in an area when an encounter animation plays, but you don't enter a battle and the little face blurb on top of Rik's head is a "X" instead of a "

" face.
But if you kill all the monsters before Shyren and meet up with her once you do, you'll be greeted with this text instead.

Entering the battle and attacking her immediately one-hit kills her with no resistance.
Going right will bring us to a different area instead, a large grey room with no other exit. We are also greeted with some gibberish text flashing on screen.
Before entering uh, this battle.

Its name is Doubt.
You can't attack or interact with it, everytime it has a turn it with greet you with a question and two options.

Choose the "right" one and you damage it.
Damage it enough and the battle will be over.
Interesting to note is that it switches to Undertale's battle setup where the enemy is front and center and the player model is left unseen.
But after that, we teleport back to where we're near Asgore's castle with some minions blocking the exit behind.
After this is more monster killing at his castle. Do note that beyond this point, every monster that you kill the music will gradually get slower and lower pitch. Everything might be the same so far (there could be new dialogue but I haven't really checked lol sry), but it's only up near the very end does something different happens.
Remember this duckrabbit thing?
If you approach it, instead of teleporting you to the next room, it will instead enter you into a battle and reveal itself to be named Amajuta.

Killing it is easy enough (even if I may or may not have died to it once), but upon defeating it, a new animated cutscene plays where a stairway appears for Rik to walk up to.
Here we enter a new room with some unique monsters(?)

3 colored stars.
Dead plant.
We move right into a hallway, and something above begins speaking to Rik.



As we reach the exit of the hallway, we finally end up in the same room as where the Amajuta teleported us to if it did.
We do the same song and dance with Asgore in putting him to sleep, however once he is put to sleep completely and you managed to follow the Geno route, you can select your "Blood Spear" spell (which is like Susie's axe attack that deals heavy damage) and use it on Asgore to kill him completely.
Afterwards another small animated cutscene plays.
Going back to save has this special dialogue for us.

And going down the stairs has some different text after massacring the monsters in the first chapter.


And that was the end of the Genocide route in SwApFell: I Hate You.
Funny thing I want to point out is the Special Mentions giving a shoutout to "Kanye" for whatever reason.

There's also a special mention to Hatsune Miku, but that's only because the original creator of Underswap wanted nothing to do with the AU anymore, so he/she/it/nigger pawned it off to Miku as the "owner" now.