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  • Breather Level: Any land where you haven't collected any treasure yet will spawn few or no enemies. However, some lands make it even easier than that.
    • The Crossroads is always easy for the vast majority of the game, since there's no treasure to collect until you unlock Hyperstones (which takes a long time), and it provides easy access to wherever you want to go next. However, the same cannot be said for its counterparts: Crossroads II gives you less breathing room, Crossroads IV features no Great Walls so enemies have an easier time going in, and Crossroads V gives you even less breathing room, to the point where it consists of groups of four traversible tiles.
    • Hunting Ground does not spawn roaming enemies until ~20 treasure collected, and the enemies that you do find will only attack you if you collect a treasure or an orb. Coupled with the fact that there are no other obstacles or walls, it's easy to traverse Hunting Ground until you locate a Crossroads.
    • The Hive only spawns Hyperbugs in quantities large enough to cause worry if either you or another NPC steps on the limits of their nests. As such, and because it does not feature walls greater than a single tile, it is very common for speedrunners of getting an Orb of Yendor to do it in the Hive.
  • Goddamned Bats:
    • Eagles, native to the Jungle and Mirror Land. They move two steps for every one you take, and although they can't attack on the same turn as moving, they can very easily surround you if there's another enemy nearby. To add insult to injury, they can fly over holes in the Land of Eternal Motion, invariably sentencing you to a Game Over if you don't leave quickly.
    • Ghosts in Graveyard. They are faster than you because they can move in straight lines and you cannot (since heptagonal tiles are inaccessible). If you are adjacent to two Ghosts, you can't do nothing but run away on a predetermined path until you either luck out and get out of Graveyard or run into another monster and lose (which is far more likely). This was eventually changed so Ghosts wouldn't move next to each other in order to make it easier.
  • Surprise Difficulty: Because of hyperbolic geometry, the quests that sound very simple are the hardest. The last part of the Yendor Quest requires you to simply walk back the way you came - utterly impossible unless you marked the path in some way. The Grail quest is even harder: Walk to the centre of a large circle. Inversely, if you anger a swarm of Hyperbugs you'll find yourself facing as many as fifty enemies at once... all attacking from the same direction, so you can simply kill one after the other with no danger of being surrounded.


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