Ginormo Sword is a Flash-made action RPG, from Japanese developer Babarageo. You play as a purple-clad adventurer armed with nothing but a sword, fighting monsters to accumulate gold and buy upgrades to make yourself stronger. The title comes from players' ability to upgrade the size of their sword, and there are plenty of levels for that.The game can be found here.
Ginormo Sword provides examples of these tropes:
A.I. Roulette: Oftentimes, victory can hang on how frequently a boss monster attacks.
Artificial Stupidity: The monsters really only mill about the map at random or actively pursue you, no matter how long you whale on the blind spots in their bullet patterns. Unfortunately, the henchmen you can hire also have the same problem, and they don't take Collision Damage well.
Beef Gate: If you can't see the enemy's life bar going down as you're hitting it, it's time to either level up some more, or try a sword with a different enchantment. Most likely the former.
BFS: This game redefines BFS! By the end of the game, you'll have a sword that takes up over half the screen.
Bonus Boss: Doppelganger and Abyss Worm in the Temples of the Moon and Sun, respectively.
Bragging Rights Reward: Once you beat the Avatar, you obtain a relic that you can equip to put the game into a higher difficulty level.
Useless Useful Running: Caused by the above trope, even though it is as easy as walking to edge of the battlefield. There is even an accessory that prevents you from escaping a fight.Of course, if you are strong enough to receive very little damage from the boss, but too weak to deal any significant damage to them, the only way to get out is to close your browser.
Death of a Thousand Cuts: Even if it takes twenty hits or more for your enemy's life bar to go down one pixel, it is still possible to beat it.
Degraded Boss: Subverted, in a sense. Many bosses, such as the Maze Minotaur, Mutant Cyclops and Guardian Dragon, are recolors of much stronger regular enemies that you may encounter later in the game.
Elemental Rock-Paper-Scissors: Some enemies drop gems. Those gems are used by the enchanter of the fifth zone to give elemental properties to your sword and armor, with the usual powers and weaknesses (Fire/Water, Earth/Wind, Dark/Light). This becomes important later on in the game, when you will face bosses that can be damaged only by a specific kind of power (for example the fire demon Efreet can only be hurt by a Water-powered weapon). However, opposing powers cancel out each other even on the equipment: if you, for example, use on your sword both Dark and Light gems, they would be wasted because one element automatically depowers the opposing one.
Enemy Summoner: The Necromancer boss won't hurt you on its own, he only shoots black and blue magic balls that push you past the boundary of the screen, forcing you to restart the fight if you don't have a particular item. However, he will summon many undead enemies such as Skeletons, Zombies and Ghosts.
Level Grinding: Where you don't have levels to speak of, you have to grind a lot if you want to have a chance of damaging higher level monsters.
Mercy Invincibility: Averted. Touch a monster or one of their projectiles for too long, and your HP will drop like an anvil.
Metal Slime: The literal example is apparently a blatant ripoff called Metal Neko which is just a Palette Swap of the weakest enemy in the game.
Then there are the Palette Swap enemies, who fit the trope. They're basically upgraded versions with a ton of hp added, but give ludicrous amounts of loot (compared to the weaker versions). They're also incredibly rare to find, and there's a high chance of you finding one and not having the damage (read: patience) to kill it. An interesting example is the Golden Knight, the strongest member of the Living Armor family. It appears very rarely, has insane defense, but if you somehow manage to find and defeat it, it will drop a level 9 (maxed out) armor with +9999 Fire protection that can't be found anywhere in the game.
Mirror Boss: The Doppelganger, who copies not only your look but also your sword's size.
The hellhound line of enemies might also count, because the widgth of their breath on the screen is related to the size of your sword (it always extends from the hellhound to the edge of the screen, of course) - Both are dealt with in the same way - reduce your sword to its minimum size and kill with magic.
Monster Compendium: The Library in zone 11 shows you every kind of monster you have defeated.
One-Hit-Point Wonder: Subverted, in a sense: you start out as one, and you'll likely stay one the rest of the game, but it's possible to upgrade your endurance (hit points) to survive longer. Largely considered the least useful stat because by the end-game, you'll be hunting monsters that can kill you in one hit or so anyway and you'll be good enough at dodging/exploiting elemental resistances.
Palette Swap: Numerous monsters appear in progressively stronger variants. Some (but not all) of them are color-swapped.
Random Encounters: Averted. There are set areas you can click on the map to enter battles, and most of them show a name when you're on top of them. Beating all the monsters in a single encounter "completes" the area you entered, and when all of the normal areas in one section of the map have been beaten once, the boss area appears.
Retraux: The game looks like it has either really bad NES graphics, or halfway-decent Atari 2600 graphics.
Sand Worm: Two bosses, one is the optional fight with the Abyss Worm.
Sheathe Your Sword: During the fight against the Doppelganger. It will always have a sword as big as yours, but powered with the opposing element. It, however, has no magic: you can resize the sword to a minimum, put a lot of points in your INT status and fight him from a distance with the magic attacks.
The Cameo: The game is rife with cameos from previous games developed by Babarageo. Your first helper, Indigo=Roger, is the protagonist of the minigame that shares his name, the fairy that appears in the inn at the beginning comes from Xenoraider, and the giant head that appears in the shrines was a boss from the shooter Uchuforce 2.
The Unpronounceable: The names of the locations and of some characters are composed by randomly arranged letters and change at every new game.
Tron Lines: On the Apocalypse, the strongest variant of the Giant family of enemies.
True Final Boss: The Avatar. After completing the right requirements, you have to travel out of the world map into outer space to fight him. What's more, he constantly fires an all-but-unavoidable barrage of nearly every single type of projectile in the entire game. That means you'll have almost all of the following coming at you at any given time: eight-way bullets, outward spirals of bullets, homing circles of bullets, laser beams, streams of fire breath, exploding spirals of bullets, aimed whirlpools, five-way whirlpools, spirals of whirlpools, icicles spreading out in all directions, lightning beams, three-way lightning bolts, curving lightning bolts, homing bullets, energy sickles, and...the occasional homing heart which stuns you for a few seconds if it hits you.