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**Arguably this test is quite easy given a little luck and smart planning. Jaunt() upgraded with Crash() takes care of the MAN's cloaking, which is arguably the most annoying part of them. Ping() is ideally suited to shooting haircuts before they get to you, and some careful positioning allows you to take advantage of backstab damage. Just spam Ping() and then tack Cull() on the end to take out one enemy per Turn().
**Stability Test 3, on the other hand, is rage inducing. The test requires you to survive for a minute and a half against constantly spawning MAN enemies. The only problem? One of your functions is Help(), which is going to be practically useless because it must be activated during Turn() cooldown, when your going to be running away from haircuts. The only damage dealing function you have is Tap(), which has minimal range and isn't going to restore much health. The best strategy is simply to keep running, and even then you'll probably scrape by barely.

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** Void() is overpowered by itself, causing a defense-reducing debuff that you can stack three times for 3.25 times the normal damage (if you upgrade with Spark(), it only takes two), it has a low Turn() planning cost, and it has a wide area of effect. You can even tack Crash() on as an upgrade to give it a second debuff on top of its normal effect. Alternatively, upgrade with Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%.
** Void() + Cull(). This combo, guaranteed, can kill almost every single enemy in the game in one Turn(), provided you do some scratch damage with Crash() or another attack function. Anything that gains temporary protection will survive one combo, but rarely two (only the Spine, FinalBoss, and MirrorBoss can survive more than two). Even in its base form, it's deadly. The Crash() upgrade for Void() and the Mask() upgrade for Cull() to increase backstab damage makes it downright excessive, dealing upwards of ~2500 damage a pop. Only the Spine has more health than that. This combo can beat the FinalBoss in four uses of Turn().
*** For extra fun, upgrade Void() with Get(), then Cull() with Load(). Void() will draw enemies in, and Cull() is now an AoE attack. You can wipe out whole enemy groups with ease.

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** Void() is overpowered by itself, causing a defense-reducing debuff that you can stack three times for 3.25 times the normal damage (if you upgrade with Spark(), it only takes two), it has a low Turn() planning cost, and it has a wide area of effect. You can even tack Crash() on as an upgrade to give it a second debuff on top of its normal effect. Alternatively, upgrade with Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb.bomb, or combine it with Tap() and Purge() to gain absurd health regeneration. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%.
** Void() + and Cull(). This combo, guaranteed, can kill almost every single enemy in the game in one Turn(), provided you do some scratch damage with Crash() or another attack function. Anything that gains temporary protection will survive one combo, but rarely two (only the Spine, FinalBoss, and MirrorBoss can survive more than two). Even in its base form, it's deadly. The Crash() upgrade for Void() and the Mask() upgrade for Cull() to increase backstab damage makes it downright excessive, dealing upwards of ~2500 damage a pop. Only the Spine has more health than that. This combo can beat the FinalBoss in four uses of Turn().
***
Turn(). For extra fun, upgrade Void() with Get(), then Cull() with Load(). Void() will draw enemies in, and Cull() is now an AoE attack. You can wipe out whole enemy groups with ease.



** MAN, the final enemy type. Despite being the final one, it isn't terribly dangerous on its own, since its only attack is to spit out ActionBomb Haircuts. The Haircuts, however, can knock off all but a sliver of your health bar if they connect, and do a fair amount of damage if you're anywhere in the blast radius. Though a single hit will destroy them, they get faster the longer they manage to survive. If you don't have a quick counter-attack with some knockback, they can be deadly, and they're even worse if you have to fight them off when dealing with other, more immediate threats. It gets even worse if you don't have an attack that can be used during Turn() cooldown, because those four seconds are enough for them to catch you.
** Cheerleaders. They do nothing except shield other enemies, but that shield stops ''everything'', and this can be fatal if certain enemies are free to attack you without fear of retaliation. Unless the battle area is large enough to get out of their reach, you have to destroy them first, all the while getting harassed by the things they're shielding. Higher versions also come with a periodic shield that protects them from attack, so you're basically forced to wait them out.
** Bad Cells. A weak little cell that fires a weak beam. It's also very fast and may come with a shield, so you have to waste at least a little time taking them out. Younglady spawns these things in packs when she dies.

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** MAN, the final enemy type. Despite being the final one, it isn't terribly dangerous on its own, since its only attack is to spit out ActionBomb Haircuts. The Haircuts, however, can knock off all but a sliver of your health bar if they connect, and do a fair amount of damage if you're anywhere in the blast radius. Though a single hit will destroy them, they get faster the longer they manage to survive. If you don't have a quick counter-attack with some knockback, they can be deadly, and they're even worse if you have to fight them off when dealing with other, more immediate threats. It gets even worse if you don't have an attack that can be used during Turn() cooldown, because those four seconds are enough for them to catch you.
you. The cloaking version of MAN is especially bad, since you have to goad it into attacking.
** Cheerleaders. They do nothing except shield other enemies, but that shield stops ''everything'', and this can be fatal if certain enemies are free to attack you without fear of retaliation. Unless the battle area is large enough to get out of their reach, you have to destroy them first, all the while getting harassed by the things they're shielding. Higher versions also come with a periodic shield that protects them from attack, so you're basically forced to wait them out.
** Bad Cells. A weak little cell that fires a weak beam. It's also very fast and may come comes with a shield, shield at higher levels, so you have to waste at least a little time taking them out. Younglady spawns these things in packs when she dies.



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** And now there's a new track for the mobile release and Apple TV. It's just as awesome. Ladies and gentlemen, [[https://www.youtube.com/watch?v=zGTkAVsrfg8 She Shines.]]

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** And now there's a new track for the mobile release and Apple TV.TV release. It's just as awesome. Ladies and gentlemen, [[https://www.youtube.com/watch?v=zGTkAVsrfg8 She Shines.]]
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** And now there's a new track for the mobile release. And it's just as awesome. Ladies and gentlemen, [[https://www.youtube.com/watch?v=zGTkAVsrfg8 She Shines.]]

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** And now there's a new track for the mobile release. And it's release and Apple TV. It's just as awesome. Ladies and gentlemen, [[https://www.youtube.com/watch?v=zGTkAVsrfg8 She Shines.]]
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*** For extra fun, upgrade Void() with Get(), then Cull() with Load(). Void() will draw enemies in, and Cull() is now an AoE attack. You can wipe out whole enemy groups with ease.

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** [[https://www.youtube.com/watch?v=zGTkAVsrfg8 And now there's a new track for the mobile release. And it's just as awesome.]]

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** [[https://www.youtube.com/watch?v=zGTkAVsrfg8 And now there's a new track for the mobile release. And it's just as awesome. Ladies and gentlemen, [[https://www.youtube.com/watch?v=zGTkAVsrfg8 She Shines.]]
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** [[https://www.youtube.com/watch?v=zGTkAVsrfg8 And now there's a new track for the mobile release. And it's just as awesome.]]

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** Void() in general. In its standard form, you can stack it 3 times for 3.25 times the normal damage, it has a low Turn() planning cost, and it has a huge area of effect that gives it a very respectable range; add in Crash() and Spark() as upgrades and now you get a second damage-increasing effect and a second use of Void()'s original effect every time you use it, respectively. If you have trouble with huge swarms of enemies, you can simply add Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%. Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() can wipe out the final boss in a single volley of 3 Void() commands with Crash() as an upgrade, add around ~50 damage provided by any variety of upgrade or short Turn() cost skill (such as simply adding Purge() to Void() as well), and a single backstabbing Cull() command ([[spoiler:Well, one of his chances anyway.]]).

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** Void() in general. In its standard form, is overpowered by itself, causing a defense-reducing debuff that you can stack it 3 three times for 3.25 times the normal damage, damage (if you upgrade with Spark(), it only takes two), it has a low Turn() planning cost, and it has a huge wide area of effect that gives it a very respectable range; add in effect. You can even tack Crash() and Spark() on as upgrades and now you get an upgrade to give it a second damage-increasing effect and a second use debuff on top of Void()'s original effect every time you use it, respectively. If you have trouble its normal effect. Alternatively, upgrade with huge swarms of enemies, you can simply add Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%. Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() 25%.
** Void() + Cull(). This combo, guaranteed,
can wipe out the final boss in a kill almost every single volley of 3 Void() commands enemy in the game in one Turn(), provided you do some scratch damage with Crash() as an upgrade, add around ~50 damage provided by any variety of or another attack function. Anything that gains temporary protection will survive one combo, but rarely two (only the Spine, FinalBoss, and MirrorBoss can survive more than two). Even in its base form, it's deadly. The Crash() upgrade or short Turn() cost skill (such as simply adding Purge() to for Void() as well), and a single backstabbing the Mask() upgrade for Cull() command ([[spoiler:Well, one to increase backstab damage makes it downright excessive, dealing upwards of his chances anyway.]]).~2500 damage a pop. Only the Spine has more health than that. This combo can beat the FinalBoss in four uses of Turn().
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** The very first function you gain, Crash(), is deceptively overpowered because of it's 1.6 second long Stun effect when it is applied as an upgrade (in addition to the more obvious effect of increasing damage received for a bit, which is pointed out by the game's testing challenges). Players may be tempted to combine this with Ping() for rapid-fire permanent stun-locks, but the stun effect is not applied... Enter Purge(). While Purge() has clear weaknesses in projectile speed and finicky homing targeting, it fires incredibly fast even without speed-based upgrades such as Breach() or Ping(). A player can permanently stun-lock a single enemy by spamming Purge() with Crash(), even having time to fire a Ping() in between stun resets.

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** The very first function you gain, Crash(), is deceptively overpowered because of it's its 1.6 second long Stun effect when it is applied as an upgrade (in addition to the more obvious effect of increasing damage received for a bit, which is pointed out by the game's testing challenges). Players may be tempted to combine this with Ping() for rapid-fire permanent stun-locks, but the stun effect is not applied... Enter Purge(). While Purge() has clear weaknesses in projectile speed and finicky homing targeting, it fires incredibly fast even without speed-based upgrades such as Breach() or Ping(). A player can permanently stun-lock a single enemy by spamming Purge() with Crash(), even having time to fire a Ping() in between stun resets.



* ThatOneSidequest: Speed Test 5 pits you against four MAN enemies with a loadout terribly unsuited to killing them. If you lose Cull before you take out at least three of them, it's unwinnable, and losing it is absurdly easy since the Haircuts chase you down during Turn cooldown.

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* ThatOneSidequest: Speed Test 5 pits you against four MAN enemies with a loadout terribly unsuited to killing them. If you lose Cull Cull() before you take out at least three of them, it's unwinnable, and losing it is absurdly easy since the Haircuts chase you down during Turn Turn() cooldown.

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** Fetch. Incredibly fast, high damage, very durable, and impossible to dodge without split-second Turn activation. Then they get stealth mode, where they are also invisible and free to hunt you. And then they get stuns with their basic attack.
*** ...[[HeelFaceTurn and then you get Luna]], a pet Fetch you can summon using the Help() process.

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** Fetch. Incredibly fast, high damage, very durable, and impossible to dodge without split-second Turn activation. Then they get stealth mode, where they are also invisible and free to hunt you. And then they get stuns with their basic attack.
*** ...
attack. Then again ...[[HeelFaceTurn and then you get Luna]], a pet Fetch you can summon using the Help() process.process which is every bit as powerful.



** Creeps' beams have a Get()-like effect that does constant damage in addition to dragging you. Higher-level versions are also considerably tougher and have a three-beam spread, making them that much more dangerous.

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** At higher levels, Creeps' beams have a Get()-like effect that does constant damage in addition to dragging you. Higher-level versions are also considerably tougher and have a three-beam spread, making them that much more dangerous.



** Void() in general. In its standard form, you can stack it 3 times for 3.25 times the normal damage, it has a low Turn() planning cost, and it has a huge area of effect that gives it a very respectable range; add in Crash() and Spark() as upgrades and now you get a second damage-increasing effect and a second use of Void()'s original effect every time you use it, respectively. If you have trouble with huge swarms of enemies, you can simply add Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%.
*** Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() can wipe out the final boss in a single volley of 3 Void() commands with Crash() as an upgrade, add around ~50 damage provided by any variety of upgrade or short Turn() cost skill (such as simply adding Purge() to Void() as well), and a single backstabbing Cull() command ([[spoiler:Well, one of his chances anyway.]]).

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** Void() in general. In its standard form, you can stack it 3 times for 3.25 times the normal damage, it has a low Turn() planning cost, and it has a huge area of effect that gives it a very respectable range; add in Crash() and Spark() as upgrades and now you get a second damage-increasing effect and a second use of Void()'s original effect every time you use it, respectively. If you have trouble with huge swarms of enemies, you can simply add Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%.
***
25%. Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() can wipe out the final boss in a single volley of 3 Void() commands with Crash() as an upgrade, add around ~50 damage provided by any variety of upgrade or short Turn() cost skill (such as simply adding Purge() to Void() as well), and a single backstabbing Cull() command ([[spoiler:Well, one of his chances anyway.]]).


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* ThatOneSidequest: Speed Test 5 pits you against four MAN enemies with a loadout terribly unsuited to killing them. If you lose Cull before you take out at least three of them, it's unwinnable, and losing it is absurdly easy since the Haircuts chase you down during Turn cooldown.
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* BaseBreaker: [[BitchINSheepsClothing Sybil]]'s boundless jealously has contributed in destroying Camerata's plan (''[[DisasterDominoes and boy what a disaster]]'') Some player think she didn't deserve what happened to her, but there are others who think she had it coming.

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* BaseBreaker: [[BitchINSheepsClothing [[BitchInSheepsClothing Sybil]]'s boundless jealously jealousy has contributed in destroying the Camerata's plan (''[[DisasterDominoes and boy what a disaster]]'') disaster]]''). Some player players think she didn't deserve what happened to her, but there are others who think she had it coming.
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context add.


* TheWoobie: Red and the Man in the Transistor. One lost her voice which is essentially her life's blood and has to somehow deal with [[EverythingTryingToKillYou an apparently endless array of alien-like predators coming after her]] in an increasingly depopulated city and the other's soul is trapped in a weapon and [[AFateWorseThanDeath has to watch helplessly as the woman he loves fights to the death]]. [[spoiler:And then he watches her [[DrivenToSuicide commit suicide out of despair]] of being the last truly living thing left in Cloudbank]]. [[TearJerker Yeah, it sucks to be them.]]

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* TheWoobie: Red and the Man in the Transistor. One The former, a professional singer, lost her voice which is essentially her life's blood and has to somehow deal with [[EverythingTryingToKillYou an apparently endless array of alien-like predators coming after her]] in an increasingly depopulated city and the other's soul is trapped in a weapon and [[AFateWorseThanDeath has to watch helplessly as the woman he loves fights to the death]]. [[spoiler:And then he watches her [[DrivenToSuicide commit suicide out of despair]] of being the last truly living thing left in Cloudbank]]. [[TearJerker Yeah, it sucks to be them.]]
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** Load() spawns an incredibly-damaging bomb on the field for you to set off at your leisure, and you can set up to five at a time. You can instantly set and detonate two in the space of a Turn() if you set one, trigger it with a normal attack, then set another, and the two explosions are more than enough to finish most normal enemies. Add Breach and you can place them at a distance, letting you mine the whole field and wipe out half the enemies in a flash if you're careful to set them before triggering the encounter. And that's before you add other fun effects like fragmentation or gravity wells into the mix.

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Fetches were mentioned both in Demonic Spiders and Goddamn Bats, which is a little contradictory.


** Creepers beams have a Get()-like effect that does constant damage in addition to dragging you. Higher-level versions are also considerably tougher and have a three-beam spread, making them that much more dangerous.

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** Creepers Creeps' beams have a Get()-like effect that does constant damage in addition to dragging you. Higher-level versions are also considerably tougher and have a three-beam spread, making them that much more dangerous.



** Fetch. These are dog-like creatures that chase you down and bite you. It doesn't sound so bad, except that up to four of them will be doing this at a time, they take of a huge chunk of health for every hit, they have a fairly big health pool, and they all run faster than you. In other words, if you ever use Turn() and don't kill every Fetch in the area (not an easy task, considering the aforementioned health pool) you're guaranteed to take some very painful hits while waiting for the recharge. Later on, you also get to deal with some Fetch that turn invisible, and like all invisible enemies, they can't be harmed even if you know where they are until they become visible again.
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That\'s great. Please tell us where that inspiration came from, for those of us who don\'t have the slightest idea what you\'re talking about.


** Supergiant Games once stated that the first process of making their games is to have each staff bring up their topic of current interest. This coming from ''video game'' developers, especially when the game came out in 2014, you don't have to guess hard about where inspirations came from.

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** %%** Supergiant Games once stated that the first process of making their games is to have each staff bring up their topic of current interest. This coming from ''video game'' developers, especially when the game came out in 2014, you don't have to guess hard about where inspirations came from.
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** Supergiant Games once stated that the first process of making their games is to have each staff bring up their topic of current interest. This coming from ''game developers'', you don't have to guess hard about where inspirations came from.

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** Supergiant Games once stated that the first process of making their games is to have each staff bring up their topic of current interest. This coming from ''game developers'', ''video game'' developers, especially when the game came out in 2014, you don't have to guess hard about where inspirations came from.
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Not sure if I said too much or too little. The game seems to revolves around this.


* CentralTheme: Integrity in work and life, and its effect on society.

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* CentralTheme: Integrity and creativity in work and life, and its their effect on society.
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* CentralTheme: Integrity in work and life, and its effect on society.
** Supergiant Games once stated that the first process of making their games is to have each staff bring up their topic of current interest. This coming from ''game developers'', you don't have to guess hard about where inspirations came from.
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* BestBossEver: The fight against [[spoiler:Royce]] [[FinalExamBoss is an excellent test of your tactics and skills]]. [[spoiler:Royce also has the ability to utilize Turn(), meaning that while he is helpless against your Turn(), ''you are completely helpless against his''.]] Him having one hell of a PreAsskickingOneLiner only highlights how brilliant this fight is.

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Not sure if the overkill line varies between versions, but that\'s mine


** Not shown in the linked .gif: if you ''keep going'' after that, it says that "You're just mean."

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** Not shown in the linked .gif: if you ''keep going'' after that, it says that "You're just "You are mean."



You're just mean

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You're just You are mean



* ThatOneDisadvantage: Permanence. It actively penalises you for experimenting with the CombinatorialExplosion of functions, which is half the point of the game.



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* UnwinnableByInsanity: The Permanence limiter makes functions overload whenever you uninstall them. An insane player might try to use this to overload all of their functions, but functions start uninstalling normally again when you're down to your last four. There are only three functions in the game that are completely incapable of dealing damage in their base form... but with the [[NewGamePlus Recursion]] copies of those functions it is possible to make sure that your last four functions can't deal damage. Since the game uses a profile system for saves, leaving this state requires restoring a manual backup.
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* MemeticMolester: If you look at the Camerata's ages, you'll notice that Royce, Asher and Sybil are all young enough to be Grant's children (the oldest of them, Royce, is 18 years his junior). This looks just a touch suspect.

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* MemeticMolester: If you look at the Camerata's ages, you'll notice that Royce, Asher and Sybil - the people who Grant considered the closest to himself - are all young enough to be Grant's children (the oldest of them, Royce, is 18 years his junior). This looks just a touch suspect.
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* MemeticMolester: If you look at the Camerata's ages, you'll notice that Royce, Asher and Sybil are all young enough to be Grant's children (the oldest of them, Royce, is 18 years his junior). This looks just a touch suspect.
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* EvilIsSexy: All four of the Camerata are rather attractive, some more so than the others.
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** Just FYI Supergiant themselves put the [[http://www.youtube.com/playlist?list=PL53mjgVKFq7x63ke-WLKrowba3mdSEJMf entire dang soundtrack]] onto their YouTube channel. Have fun listening, audiophiles.
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** Sybil, if you're on the side of the BrokenBase that thinks she didn't deserve what happened to her in spite of how much of a massive bitch she was.

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* JerkassWoobie:
** Asher and Grant both veer closer to WoobieDestroyerOfWorlds. Based on their profiles they only ever wanted to help their city, and then when everything starts falling apart [[spoiler: Grant kills himself out of guilt and horror at what they were responsible for, and you get to hear Asher try to tend to the man he loves before going to join him. His last message to Red is completely desolate and grief-stricken.]] And then you have a look at their profiles and note that [[MayDecemberRomance they]] have [[HappilyMarried the same last name...]]
* MostWonderfulSound: Red humming a song. You can make her do it via pressing a button even.

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* JerkassWoobie:
**
JerkassWoobie: Asher and Grant both veer closer to WoobieDestroyerOfWorlds. Based on their profiles they only ever wanted to help their city, and then when everything starts falling apart [[spoiler: Grant [[spoiler:Grant kills himself out of guilt and horror at what they were responsible for, and you get to hear Asher try to tend to the man he loves before going to join him. His last message to Red is completely desolate and grief-stricken.]] And then you have a look at their profiles and note that [[MayDecemberRomance they]] have [[HappilyMarried the same last name...]]
]]
* MostWonderfulSound: MostWonderfulSound:
**
Red humming a song. You can make her do it via pressing a button even.



* TheWoobie: Red and the Man in the Transistor. One lost her voice which is essentially her life's blood and has to somehow deal with [[EverythingTryingToKillYou an apparently endless array of alien-like predators coming after her]] in an increasingly de-populated city and the other's soul is trapped in a weapon and [[AFateWorseThanDeath has to watch helplessly as the woman he loves fights to the death.]] [[spoiler:And then he watches her [[DrivenToSuicide commit suicide out of despair]] of being the last truly living thing left in Cloudbank.]] [[TearJerker Yeah, it sucks to be them.]]

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* ThatOneBoss: Sybil is nightmarishly difficult to kill the first time around, not because she's especially strong but because at that point the player only has access to a small number of functions and available slots for them. In NewGamePlus with all functions and a large amount of MEM, she's almost comically easy.
* ThatOneAchievement: Risk() requires completing five battles with all 10 Limiters activated. Surviving ''one'' battle is a minor miracle, let alone five.
* TheWoobie: Red and the Man in the Transistor. One lost her voice which is essentially her life's blood and has to somehow deal with [[EverythingTryingToKillYou an apparently endless array of alien-like predators coming after her]] in an increasingly de-populated depopulated city and the other's soul is trapped in a weapon and [[AFateWorseThanDeath has to watch helplessly as the woman he loves fights to the death.]] death]]. [[spoiler:And then he watches her [[DrivenToSuicide commit suicide out of despair]] of being the last truly living thing left in Cloudbank.]] Cloudbank]]. [[TearJerker Yeah, it sucks to be them.]]]]
* TheyWastedAPerfectlyGoodCharacter: The Camerata all have interesting designs and personalities, but one is only encountered as a boss battle, one only gets a few OVC messages and one has no lines at all. Particularly galling given [[NeverTrustATrailer the trailer]] implied they would all have a major role in the story.
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** Fetch. These are dog-like creatures that chase you down and bite you. It doesn't sound so bad, except that up to four of them will be doing this at a time, they take of a huge chunk of health for every hit, they have a fairly big health pool, and they all run faster than you. In other words, if you ever use Turn() and don't kill every Fetch in the area (not an easy task, considering the aforementioned health pool) you're guaranteed to take some very painful hits while waiting for the recharge. Later on, you also get to deal with some Fetch that turn invisible, and like all invisible enemies, they can't be harmed even if you know where they are until they become visible again.
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** Void() in general. You can stack it 3 times for 3.25 times the normal damage, it has a low Turn() planning cost and when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%. Add in Crash() and Spark() as upgrades and now you get a second damage-increasing effect and a second use of Void()'s original effect every time you use it.

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** Void() in general. You In its standard form, you can stack it 3 times for 3.25 times the normal damage, it has a low Turn() planning cost cost, and when used as an upgrade or a passive skill, it either increases has a huge area of effect that skill's base damage by 50% or every skill's base damage by 25%. Add gives it a very respectable range; add in Crash() and Spark() as upgrades and now you get a second damage-increasing effect and a second use of Void()'s original effect every time you use it.it, respectively. If you have trouble with huge swarms of enemies, you can simply add Flood() or Purge() to turn Void() into an area of effect damage-over-time bomb. Finally, when used as an upgrade or a passive skill, it either increases that skill's base damage by 50% or every skill's base damage by 25%.
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minor clarification


** The very first function you gain, Crash(), is deceptively overpowered because of it's 1.6 second long Stun effect when it is applied as an upgrade (in addition to the more obvious effect of increasing damage received for a bit, which is pointed out by the game's testing challenges). Players may be tempted to combine this with Ping() for rapid-fire permanent stun-locks, but the stun effect is not applied... Enter Purge(). While Purge() has clear weaknesses in projectile time and finicky homing targeting, it fires incredibly fast even without speed-based upgrades. A player can permanently stun-lock a single enemy by spamming Purge() with Crash(), even having time to fire a Ping() in between stun resets.

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** The very first function you gain, Crash(), is deceptively overpowered because of it's 1.6 second long Stun effect when it is applied as an upgrade (in addition to the more obvious effect of increasing damage received for a bit, which is pointed out by the game's testing challenges). Players may be tempted to combine this with Ping() for rapid-fire permanent stun-locks, but the stun effect is not applied... Enter Purge(). While Purge() has clear weaknesses in projectile time speed and finicky homing targeting, it fires incredibly fast even without speed-based upgrades.upgrades such as Breach() or Ping(). A player can permanently stun-lock a single enemy by spamming Purge() with Crash(), even having time to fire a Ping() in between stun resets.

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** Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() can wipe out the final boss in a single volley of 3 Void() commands with Crash() as an upgrade, add around ~50 damage provided by any variety of upgrade or short Turn() cost skill (such as simply adding Purge() to Void() as well), and a single backstabbing Cull() command ([[spoiler:Well, one of his chances anyway.]]).

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** *** Combined with Cull(), a finishing-blow skill, and a player who enters Mask() before entering Turn() can wipe out the final boss in a single volley of 3 Void() commands with Crash() as an upgrade, add around ~50 damage provided by any variety of upgrade or short Turn() cost skill (such as simply adding Purge() to Void() as well), and a single backstabbing Cull() command ([[spoiler:Well, one of his chances anyway.]]).]]).
** The very first function you gain, Crash(), is deceptively overpowered because of it's 1.6 second long Stun effect when it is applied as an upgrade (in addition to the more obvious effect of increasing damage received for a bit, which is pointed out by the game's testing challenges). Players may be tempted to combine this with Ping() for rapid-fire permanent stun-locks, but the stun effect is not applied... Enter Purge(). While Purge() has clear weaknesses in projectile time and finicky homing targeting, it fires incredibly fast even without speed-based upgrades. A player can permanently stun-lock a single enemy by spamming Purge() with Crash(), even having time to fire a Ping() in between stun resets.

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