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* ConspicuousElectricObstacle: Electric tiles with lightning bolt become deadly and activate explosives, whenever they're activated by respective PressurePlate. Often, the player needs to find the way to stand on those tiles.
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%%* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
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%%* InterfaceScrew: Type A. Often There are a few levels where the games does something to your controls and sometimes to your vision field.
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* InvincibilityPowerUp; Red diamonds in Super Karoshi turn the salaryman invulnerable, in addition to giving him infinite jumps.
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The full series is available [[http://www.karoshigame.com/ here]].
to:
The full series is used to be available on the [[http://www.karoshigame.com/ here]].official website]], which is now closed. However, you can still browse it on the Wayback Machine [[https://web.archive.org/web/20090519001654/http://www.karoshigame.com/ here]] and download the games from there.
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Changed line(s) 17 (click to see context) from:
* BilingualBonus: See MeaningfulName.
to:
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* BriarPatching: Used in some levels.
to:
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* DarkerAndEdgier: Karoshi Factory.
to:
Changed line(s) 40,41 (click to see context) from:
* IntentionalEngrishForFunny: THANKS FOR PLAY and LET'S WORKING TOGETHER
* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
to:
* IntentionalEngrishForFunny: THANKS FOR PLAY and LET'S WORKING TOGETHER
*TOGETHER.
%%* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
*
%%* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
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* MisereGame: You're a suicidal salaryman, and the objective of each level is to kill yourself.
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* PoisonMushroom: Kryptonite in Super Karoshi turns off player's super mode. Collecting this is usually needed to beat the level.
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* SpikesOfDoom: Unlike most of the other games, spikes are your friends in this game. Most of the time anyway. Game knows this and does subversions of SpikesOfDoom trope.
* SpringsSpringsEverywhere: Particularly in Super Karoshi.
* SpringsSpringsEverywhere: Particularly in Super Karoshi.
to:
* SpikesOfDoom: Unlike most of the other games, spikes are your friends in this game. Most of the time anyway. Game knows this and sometimes does subversions of SpikesOfDoom trope.
trope in forms of fake spikes.
* SpringsSpringsEverywhere:Particularly Springboards are particularly present in Super Karoshi.Karoshi, being able to launch both the player and other salarymen in the air.
* SpringsSpringsEverywhere:
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* PressurePlate
to:
* PressurePlatePressurePlate: Pressure plates serve as common puzzle elements.
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I Love Nuclear Power is dewicked
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* ILoveNuclearPower: You turn into Super Karoshi for the first time after you fall into a barrel of blue toxic waste.
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* RadiationInducedSuperpowers: You turn into Super Karoshi for the first time after you fall into a barrel of blue toxic waste.
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* DeathAsGameMechanic: The game is ''all'' about finding a way to kill yourself, something the level design deliberately wants you not to do.
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* DenserAndWackier: While it definitely had a goofy sense of humor and a few gimmicky levels, the first Karoshi is mostly a fairly straightforward puzzle-platformer with a quirky premise. Karoshi 2.0, on the other hand, is ''completely insane'', with almost every level having a solution that's unconventional at the very least, and often flat outright nonsensical and [[NoFourthWall fourth-wall shattering.]] There's a reason the official website calls it "the maddest game in the series." Karoshi Factory and Mr. Karoshi are much more straight forward than even the first game, while the flash games are somewhere in between the first and second ones.
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* SuicideAsComedy: Naturally.
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Merged per TRS
* UnintentionallyUnwinnable: One level in ''Karoshi 2.0'' requires you to [[spoiler:play a CD in your computer]], which requires that you, the player, have the needed objects in real life. If you do not have [[spoiler:a computer with a CD drive and a music CD]], the level is impossible in the normal edition. An alternate version of the game that lets you win that level without breaking the fourth wall exists.
Deleted line(s) 70 (click to see context) :
* UnwinnableByMistake: One level in ''Karoshi 2.0'' requires you to [[spoiler:play a CD in your computer]], which requires that you, the player, have the needed objects in real life. If you do not have [[spoiler:a computer with a CD drive and a music CD]], the level is impossible in the normal edition. An alternate version of the game that lets you win that level without breaking the fourth wall exists.
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* UnwinnableByDesign: "''Karoshi 1'' Speed Run" in ''Karoshi 2.0'' [[TimedMission gives you a time limit]] to complete every level from the first game. One level [[WaitingPuzzle requires you to wait]]. If the time left is less than the time needed to win the level, you'll have to start again from the beginning.
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* HandWave: Mr. Karoshi can obtain a gun in some levels, but he can't just [[AteHisGun kill himself with it]]. Instead, he needs to shoot other things that will end up causing his death. The explanation is that Mr. Karoshi has no elbows, so he can't turn the gun toward himself.
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* SchmuckBait: "You will quit if you press "q".
to:
* SchmuckBait: SchmuckBait:
** "You will quit if you press "q".
** "You will quit if you press "q".
Changed line(s) 67 (click to see context) from:
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
to:
* {{Unwinnable}}: UnwinnableByMistake: One level in ''Karoshi 2.0'' requires you to play [[spoiler:play a CD in your computer. Thankfully, if your machine doesn't computer]], which requires that you, the player, have an the needed objects in real life. If you do not have [[spoiler:a computer with a CD drive, there's an drive and a music CD]], the level is impossible in the normal edition. An alternate version of the game that lets you can use.win that level without breaking the fourth wall exists.
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Trope renamed
* AdvancedTech2000: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
Deleted line(s) 66 (click to see context) :
* {{Trope 2000}}: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
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%%* ThePowerOfLove:
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* NoFourthWall: Some of the puzzle solutions are a bit... unorthodox.
** ''2.0'' is particularly creative about this. Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
** ''2.0'' is particularly creative about this. Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
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* ParadiegeticGameplay: Some of the puzzle solutions are a bit... unorthodox.
** ''2.0'' is particularly creative about this. Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
** ''2.0'' is particularly creative about this. Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
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* PressXToDie: ''2.0'' has a room entitled "Press Q to quit."
** A few of the puzzles literally involve pressing X (or at least a different key) to die. Of course, since dying is the whole point of the game, this is a good thing.
** A few of the puzzles literally involve pressing X (or at least a different key) to die. Of course, since dying is the whole point of the game, this is a good thing.
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Fixed Example Indentation
* BriarPatching: Used in some levels.
Changed line(s) 26 (click to see context) from:
* EmbeddedPrecursor: ''Karoshi 2.0'' features Karoshi 1 Speed Run mode, which lets you play all the levels of the original, except with a seven-minute timer.
to:
* EmbeddedPrecursor: EmbeddedPrecursor:
** ''Karoshi 2.0'' features Karoshi 1 Speed Run mode, which lets you play all the levels of the original, except with a seven-minute timer.
** ''Karoshi 2.0'' features Karoshi 1 Speed Run mode, which lets you play all the levels of the original, except with a seven-minute timer.
Changed line(s) 28 (click to see context) from:
* EmpathicEnvironment / ThePowerOfLove: In ''Mr. Karoshi'', if you touch Ms. Karoshi, the character becomes happy and the surroundings turn pink. If she is killed, however, depression turns the current screen very dark. It's not only cosmetic, since it causes hazards to appear - flowers are turned into spikes, for example.
to:
* EmpathicEnvironment / ThePowerOfLove: EmpathicEnvironment: In ''Mr. Karoshi'', if you touch Ms. Karoshi, the character becomes happy and the surroundings turn pink. If she is killed, however, depression turns the current screen very dark. It's not only cosmetic, since it causes hazards to appear - flowers are turned into spikes, for example.
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* LudicrousGibs: You explode whenever you touch '''anything''' deadly.
** Except when getting electrocuted. In which case the result is XRaySparks.
*** Which is followed by LudicrousGibs, except in ''Mr. Karoshi'' where the result is a little pile of ashes.
** Except when getting electrocuted. In which case the result is XRaySparks.
*** Which is followed by LudicrousGibs, except in ''Mr. Karoshi'' where the result is a little pile of ashes.
to:
* LudicrousGibs: LudicrousGibs:
** You explode whenever you touch '''anything'''deadly.
**deadly. Except when getting electrocuted. In which case the result is XRaySparks.
*** Which is followed by LudicrousGibs, exceptelectrocuted in ''Mr. Karoshi'' where the result is a little pile of ashes.
** You explode whenever you touch '''anything'''
**
*** Which is followed by LudicrousGibs, except
%%* ThePowerOfLove:
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** BriarPatching: Used in some other levels.
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* RunningGag: See IntentionalEngrishForFunny.
to:
* RunningGag: See IntentionalEngrishForFunny.RunningGag:
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*** And the "K" key. "There is a key to this level" indeed.
*** Thanks For Play
*** Thanks For Play
to:
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Changed line(s) 33 (click to see context) from:
* HopelessBossFight: Of course the objective of the boss "fights" is to get killed.
to:
* HopelessBossFight: Of course course, the objective of the boss "fights" is to get killed.
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Changed line(s) 14 (click to see context) from:
This game provides examples of:
to:
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Changed line(s) 10,11 (click to see context) from:
As of early 2011, there are also five sequels: ''Karoshi 2.0'', a sort of ExpansionPack with additional level editor, improved graphics, and many more absurd situations; ''Karoshi Factory'', which focuses more of puzzle elements than unorthodox solutions, except the levels now require you to kill several characters in each stage; ''Karoshi: Suicide Salaryman'', a sequel in the form of a flash game; ''Super Karoshi'', another flash game where the main character gains the ability to turn into SUPER KAROSHI, who can't die but has to kill other businessmen. And then die. Finally, ''Mr. Karoshi'' for iPhone, iPad, Android and PSP which goes back to a more basic, classic gameplay but also introduces two additional characters, a chief and a Ms. Karoshi that can also be controlled in some levels.
to:
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* ILoveNuclearPower: You turn into Super Karoshi for the first time after you fall into a barrel of blue toxic waste.
Changed line(s) 41,43 (click to see context) from:
* NoFourthWall: Some of the puzzle solutions are a bit... unorthodox. ''2.0'' is particularly creative about this.
** Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
*** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
** Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
*** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
to:
* NoFourthWall: Some of the puzzle solutions are a bit... unorthodox.
** ''2.0'' is particularly creative aboutthis.
**this. Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
*** ** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
** ''2.0'' is particularly creative about
**
Changed line(s) 51 (click to see context) from:
** And Super Karoshi has several [[MultipleEndings false endings]].
to:
** And Super Karoshi has several [[MultipleEndings [[YourPrincessIsInAnotherCastle false endings]].
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* SuperMode: In Super Karoshi. Upon collecting an emblem that looks like Franchise/{{Superman}}'s logo, you gain a cape, [[Franchise/DragonBall Goku-like]] golden hair, full immunity to all damage ([[KillItWithFire except for fire]]), the power to break blue crystals, and an infinite double jump. Collecting a chunk of Kryptonite will revert the transformation.
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None
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* BlackComedy: It's a game that takes an absurdist, nofourthwall approach on suicide. What do you expect?
to:
* BlackComedy: It's a game that takes an absurdist, nofourthwall NoFourthWall approach on suicide. What do you expect?
Changed line(s) 22 (click to see context) from:
* {{Determinator}}: The games themselves. Particulary Karoshi 2.0.
to:
* {{Determinator}}: The games themselves. Particulary Particularly Karoshi 2.0.
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* BlackComedy: It's a game that takes an absurdist, nofourthwall approach on suicide. What do you expect?
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Fixed tweaks.
Deleted line(s) 27 (click to see context) :
* {{Engrish}}: THANKS FOR PLAY and LET'S WORKING TOGETHER
* IntentionalEngrishForFunny: THANKS FOR PLAY and LET'S WORKING TOGETHER
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* RunningGag: See Engrish.
** And Super Karoshi has several {{False Ending}}s.
** And Super Karoshi has several {{False Ending}}s.
to:
* RunningGag: See Engrish.
IntentionalEngrishForFunny.
** And Super Karoshi has several{{False Ending}}s.[[MultipleEndings false endings]].
** And Super Karoshi has several
Changed line(s) 60 (click to see context) from:
* {{Trope2000}}: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
to:
* {{Trope2000}}: {{Trope 2000}}: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]]]
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
Deleted line(s) 64 (click to see context) :
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
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[[quoteright:181:http://static.tvtropes.org/pmwiki/pub/images/KaroshiIcon_9650.jpg]]
[[caption-width-right:181:Our hero, ladies and gentlemen!]]
''Karoshi'' is a series of puzzle-platformer games by Jesse Venbrux.
The gameplay is simple: Find clever ways to kill yourself. Over the course of the game, you'll have been crushed by a giant swinging hammer, launched a potted plant like a rocket, and flung yourself into a giant, severed version of your head. To do so, you'll not only have to think outside the box, but set the box on fire and jump into the flames.
Yes, it's that kind of game.
As of early 2011, there are also five sequels: ''Karoshi 2.0'', a sort of ExpansionPack with additional level editor, improved graphics, and many more absurd situations; ''Karoshi Factory'', which focuses more of puzzle elements than unorthodox solutions, except the levels now require you to kill several characters in each stage; ''Karoshi: Suicide Salaryman'', a sequel in the form of a flash game; ''Super Karoshi'', another flash game where the main character gains the ability to turn into SUPER KAROSHI, who can't die but has to kill other businessmen. And then die. Finally, ''Mr. Karoshi'' for iPhone, iPad, Android and PSP which goes back to a more basic, classic gameplay but also introduces two additional characters, a chief and a Ms. Karoshi that can also be controlled in some levels.
The full series is available [[http://www.karoshigame.com/ here]].
----
This game provides examples of:
* BilingualBonus: See MeaningfulName.
* TheCameo: The Mubblies from Frozzd, another game from the same author, show up in one level of Karoshi 2.0. Another level references a never-completed project.
* ContinuityNod: Super Karoshi has the [[spoiler:rocket plant and swinging hammer from the first game, and choosing to go to hell at the end of Karoshi 2.0 has you playing the original first level.. over, and over, and over...]]
** Mr. Karoshi uses a remixed version of Factory's theme.
* DarkerAndEdgier: Karoshi Factory.
* DefeatMeansPlayable: Happens bizarrely in the very end of the first game.
* {{Determinator}}: The games themselves. Particulary Karoshi 2.0.
* DrivenToSuicide: Pretty much the whole plot of the game.
* DropTheCow: Though not for the usual reason.
* EmbeddedPrecursor: ''Karoshi 2.0'' features Karoshi 1 Speed Run mode, which lets you play all the levels of the original, except with a seven-minute timer.
** The Flash games do the same: ''Super Karoshi'' lets you play ''Suicide Salaryman''. [[spoiler:If you haven't already, you ''need'' to do it in order to finish the last level.]]
* EmpathicEnvironment / ThePowerOfLove: In ''Mr. Karoshi'', if you touch Ms. Karoshi, the character becomes happy and the surroundings turn pink. If she is killed, however, depression turns the current screen very dark. It's not only cosmetic, since it causes hazards to appear - flowers are turned into spikes, for example.
* {{Engrish}}: THANKS FOR PLAY and LET'S WORKING TOGETHER
* EverythingTryingToKillYou: Inverted. Just about everything's trying to keep you alive (some of the traps you see are {{fake|Trap}}s, and one of the SpikesOfDoom ''sprouts legs and runs away''), and you have to foil them all anyway.
* FinalBoss: The giant head of the main character.
* GaidenGame: ''Karoshi Factory''.
* GenreShift: ''Karoshi 2.0'' has [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
* HopelessBossFight: Of course the objective of the boss "fights" is to get killed.
* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
* LudicrousGibs: You explode whenever you touch '''anything''' deadly.
** Except when getting electrocuted. In which case the result is XRaySparks.
*** Which is followed by LudicrousGibs, except in ''Mr. Karoshi'' where the result is a little pile of ashes.
** In ''Mr Karoshi'', if another character catches fire, he/she will explode after a few seconds and his/her pieces can set others on fire.
* MeaningfulName: Karoshi, which means "death from overwork" in Japanese.
* MultipleEndings: Sort of, in Karoshi 2.0 [[spoiler: you end up in heaven and you have to choose between a heart or spikes, the heart gets you a blank screen that just says the end, the spikes on the other hand make you repeat the first level of the first game over & over & over &...]]
* NoFourthWall: Some of the puzzle solutions are a bit... unorthodox. ''2.0'' is particularly creative about this.
** Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
*** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
* OxygenatedUnderwaterBubbles: They pop up in an underwater level in ''Karoshi 2.0''; of course, you're trying to avoid them so you can drown.
* PressurePlate
* RedHerring: Many levels have these.
* ReversePsychology: Used in some levels.
** BriarPatching: Used in some other levels.
* RuleOfThree: "[[AC:Don't touch the spikes]]" *you walk into the spikes* "[[AC:No]]" *ResetButton*
* RunningGag: See Engrish.
** And Super Karoshi has several {{False Ending}}s.
*** And the "K" key. "There is a key to this level" indeed.
*** Thanks For Play
* SchmuckBait: "You will quit if you press "q".
** Subverted in the following level.
* SequentialBoss: Your head. The games joke about this, constantly telling you that it really is the final boss this time, no lie!
* SoftReset: Some of ''Karoshi 2.0's'' puzzles require you to go back to the main menu.
* SpikesOfDoom: Unlike most of the other games, spikes are your friends in this game. Most of the time anyway. Game knows this and does subversions of SpikesOfDoom trope.
* SpringsSpringsEverywhere: Particularly in Super Karoshi.
* TheStinger: ''Karoshi 2.0'' has a few levels after the credits.
* {{Trope2000}}: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
* ViolationOfCommonSense: You want to die instead of to live like in other games. Inverted in [[spoiler:Karoshi 2.0. To get the good ending, you must choose the heart in the last scene instead of spike, or else you will get NonstandardGameOver KobayashiMario of the stage 0 in black and white which you can never win]].
* WaitingPuzzle: Level 23 in the first game has you in a hole and a clock on the wall, ticking...
* WrapAround: The solution to some of the levels in the games.
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
----
[[caption-width-right:181:Our hero, ladies and gentlemen!]]
''Karoshi'' is a series of puzzle-platformer games by Jesse Venbrux.
The gameplay is simple: Find clever ways to kill yourself. Over the course of the game, you'll have been crushed by a giant swinging hammer, launched a potted plant like a rocket, and flung yourself into a giant, severed version of your head. To do so, you'll not only have to think outside the box, but set the box on fire and jump into the flames.
Yes, it's that kind of game.
As of early 2011, there are also five sequels: ''Karoshi 2.0'', a sort of ExpansionPack with additional level editor, improved graphics, and many more absurd situations; ''Karoshi Factory'', which focuses more of puzzle elements than unorthodox solutions, except the levels now require you to kill several characters in each stage; ''Karoshi: Suicide Salaryman'', a sequel in the form of a flash game; ''Super Karoshi'', another flash game where the main character gains the ability to turn into SUPER KAROSHI, who can't die but has to kill other businessmen. And then die. Finally, ''Mr. Karoshi'' for iPhone, iPad, Android and PSP which goes back to a more basic, classic gameplay but also introduces two additional characters, a chief and a Ms. Karoshi that can also be controlled in some levels.
The full series is available [[http://www.karoshigame.com/ here]].
----
This game provides examples of:
* BilingualBonus: See MeaningfulName.
* TheCameo: The Mubblies from Frozzd, another game from the same author, show up in one level of Karoshi 2.0. Another level references a never-completed project.
* ContinuityNod: Super Karoshi has the [[spoiler:rocket plant and swinging hammer from the first game, and choosing to go to hell at the end of Karoshi 2.0 has you playing the original first level.. over, and over, and over...]]
** Mr. Karoshi uses a remixed version of Factory's theme.
* DarkerAndEdgier: Karoshi Factory.
* DefeatMeansPlayable: Happens bizarrely in the very end of the first game.
* {{Determinator}}: The games themselves. Particulary Karoshi 2.0.
* DrivenToSuicide: Pretty much the whole plot of the game.
* DropTheCow: Though not for the usual reason.
* EmbeddedPrecursor: ''Karoshi 2.0'' features Karoshi 1 Speed Run mode, which lets you play all the levels of the original, except with a seven-minute timer.
** The Flash games do the same: ''Super Karoshi'' lets you play ''Suicide Salaryman''. [[spoiler:If you haven't already, you ''need'' to do it in order to finish the last level.]]
* EmpathicEnvironment / ThePowerOfLove: In ''Mr. Karoshi'', if you touch Ms. Karoshi, the character becomes happy and the surroundings turn pink. If she is killed, however, depression turns the current screen very dark. It's not only cosmetic, since it causes hazards to appear - flowers are turned into spikes, for example.
* {{Engrish}}: THANKS FOR PLAY and LET'S WORKING TOGETHER
* EverythingTryingToKillYou: Inverted. Just about everything's trying to keep you alive (some of the traps you see are {{fake|Trap}}s, and one of the SpikesOfDoom ''sprouts legs and runs away''), and you have to foil them all anyway.
* FinalBoss: The giant head of the main character.
* GaidenGame: ''Karoshi Factory''.
* GenreShift: ''Karoshi 2.0'' has [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
* HopelessBossFight: Of course the objective of the boss "fights" is to get killed.
* InterfaceScrew: Type A. Often the games does something to your controls and sometimes to your vision field.
* LudicrousGibs: You explode whenever you touch '''anything''' deadly.
** Except when getting electrocuted. In which case the result is XRaySparks.
*** Which is followed by LudicrousGibs, except in ''Mr. Karoshi'' where the result is a little pile of ashes.
** In ''Mr Karoshi'', if another character catches fire, he/she will explode after a few seconds and his/her pieces can set others on fire.
* MeaningfulName: Karoshi, which means "death from overwork" in Japanese.
* MultipleEndings: Sort of, in Karoshi 2.0 [[spoiler: you end up in heaven and you have to choose between a heart or spikes, the heart gets you a blank screen that just says the end, the spikes on the other hand make you repeat the first level of the first game over & over & over &...]]
* NoFourthWall: Some of the puzzle solutions are a bit... unorthodox. ''2.0'' is particularly creative about this.
** Some examples include [[spoiler: pressing keys when prompted, exactly what you need to do being veiled as a warning that bad things will happen if you do it, resetting the level only to find something changed, jumping off the main menu screen, and playing an actual CD on your computer to get an ingame stereo to push a safe onto you.]]
*** And in a puzzle in Super Karoshi [[spoiler:you have to click a link to go to the download page for the other Karoshi games. The level itself even notes that this is a shameless plug.]]
* OxygenatedUnderwaterBubbles: They pop up in an underwater level in ''Karoshi 2.0''; of course, you're trying to avoid them so you can drown.
* PressurePlate
* RedHerring: Many levels have these.
* ReversePsychology: Used in some levels.
** BriarPatching: Used in some other levels.
* RuleOfThree: "[[AC:Don't touch the spikes]]" *you walk into the spikes* "[[AC:No]]" *ResetButton*
* RunningGag: See Engrish.
** And Super Karoshi has several {{False Ending}}s.
*** And the "K" key. "There is a key to this level" indeed.
*** Thanks For Play
* SchmuckBait: "You will quit if you press "q".
** Subverted in the following level.
* SequentialBoss: Your head. The games joke about this, constantly telling you that it really is the final boss this time, no lie!
* SoftReset: Some of ''Karoshi 2.0's'' puzzles require you to go back to the main menu.
* SpikesOfDoom: Unlike most of the other games, spikes are your friends in this game. Most of the time anyway. Game knows this and does subversions of SpikesOfDoom trope.
* SpringsSpringsEverywhere: Particularly in Super Karoshi.
* TheStinger: ''Karoshi 2.0'' has a few levels after the credits.
* {{Trope2000}}: [[spoiler:SUPER KAROSHI KART RACING 2000 EXTREME AWESOME.]]
* ViolationOfCommonSense: You want to die instead of to live like in other games. Inverted in [[spoiler:Karoshi 2.0. To get the good ending, you must choose the heart in the last scene instead of spike, or else you will get NonstandardGameOver KobayashiMario of the stage 0 in black and white which you can never win]].
* WaitingPuzzle: Level 23 in the first game has you in a hole and a clock on the wall, ticking...
* WrapAround: The solution to some of the levels in the games.
* {{Unwinnable}}: One level in ''Karoshi 2.0'' requires you to play a CD in your computer. Thankfully, if your machine doesn't have an CD drive, there's an alternate version of the game you can use.
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