These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Ditto for Galactic Adventures, in which everyone uses warrior parts because they're the best weapons.
In a more general sense, omnivores. Since being an omnivore makes it easier to choose between social or aggressive states, the vast majority of downloads you'll find - especially of creatures from other players' campaign mode - will be omnivores. Dedicated carnivores are very rare - it's not uncommon for people to honestly not know that playing as a social carnivore is possible (even easy). This becomes especially noticeable in the Space stage: as terraforming requires two unique herbivores and one omnivore/carnivore per level. 9 times out of 10, planets will be populated with herbivores and omnivores, with few or even no carnivores.
Demonic Spider: The Grox are a race you find in Space Stage, and they surround the interior of the galaxy. In fact, they crowdEVERY SINGLE CORE WORLD and they're so powerful they can kill a low-to-mid level ship in moments.
This is so problematic for many adventure makers that a voice editor is in fact, being petitioned to EA to be in the next patch or upgrade.
It can be remedied by giving the character a bird mouth. As long as the character is a NPC and not the captain, it will use a chittering, high-pitched voice.
Game Breaker: If you manage your Tribe well enough to start as an economic Civilization, no other empire will automatically hate you (whereas Religious societies and Military societies automatically start as antagonists), your vehicles are almost never attacked, and you gain money by your method of conquering (which also requires money, but whatever). Because of this, you can win the stage just by allying with one or two cities using your substantial cashflow, and buying all the rest.
However, you will anger other nations because "your nation is too big" or "your borders are too close" despite the fact that all economic vehicles are unarmed, forcing you to pay money to make them not hate you.
Also, the Tribal Stage can be made ridiculously easy by going social since giving gifts will always bring other tribes to a (temporarily) ambivalent opinion even if said tribe already declared yours their sworn enemy. Bringing their relationship higher then becomes a mere matter of taking at most your entire tribe to perform for them, since enemy tribes are so easily appeased and their opinion of yours will never sour after getting a content face unless you are stupid enough to attack them.
Even more so if you have the "Fireworks" special ability, which temporarily raises a tribe's relationship to you to "friend" even if they were your sworn enemy before.
The "Fireworks" ability can actually be used as an offensive weapon by attack a tribe then after a little bit use the "fireworks" and suddenly they are friendly to you then finish them off before they know what is happening.
Set up a planet with a valuable spice type, uplift a species with the Monolith, and once the race reaches space stage, conquer the planet, and you'll have a colony with at least five or six cities that produces large amounts of valuable spice! To note, you can only place a max of three cities if you set up a planet yourself.
The Zealot archetype in the Space Stage has Fanatical Frenzy which instantly captures an enemy colony, but comes at the price of a half-hour cooldown time and a severe relationship penalty with nearby empires, enough for them to declare war on you if you didn't attempt to raise relationships beforehand. However, the former can be mitigated by simply reloading the save file, and since you can automatically steal an enemy colony, it ultimately doesn't matter what they think of you.
Especially useful against the Grox since rarely are other empires near enough to them for the penalty to matter and the Grox actually like you to use it, even if it's on them.
To a lesser degree, reloading also makes the Diplomat's Static Cling a Game Breaker as it immobilizes the enemy into being unable to attack, and this doesn't come with a relationship penalty.
Giving your captain wings (especially for the starter missions) will make everything way easier.
Even easier if you give him high-jumping feet to supplement the flying.
Stealth is also one. The only thing that will harm the captain are "Kamikaze Creatures", creatures that have the sole purpose of picking up a bomb and moving over to the captain and waiting for it to explode. And unlike the creature stage, your invisibility will last forever unless you take damage or attack something.
The ecologist parts; mostly because they allow for health recovery and even the level one health capacity increase adds roughly double your health level. Just having the first two will really make things a little easier if your captain doesn't have a whole lot of health.
Find the biggest, meanest, most ruthlessly combat optimized creature you can find. Use Siren Song. Make friends with it. Go on interspecies murder spree with bottomless army of expendable goons.
Herbivore, Adaptable, Friendly, Religious. You now have the Return Ticket ability and Speed Demon perk. Enjoy your ability to instantly teleport out of danger, repair at your home world and get back to the front lines before your enemy has had a chance to recover from your assault. Random teleportation murder is fun!
If you're playing Creature Stage as an omnivore, you can, if you're careful and have the patience to hold off on Tribal until you've accomplished this, maximize all four socialization abilities and all four attacks. Twenty and twenty, good luck facing that creature in future save games; it had better be a rogue against your pack of four.
Poison in the cell stage, especially if you're playing in hard mode because of all the Super Persistent Predators. It's especially useful late-stage when you get Zerg Rushed by Juniors; just spin in a circle and they're all dead.
There's an interesting quirk about the poison part that makes it even more useful: while it can't harm Epic Cells per se, it will make them constantly cough and gag, preventing them from biting you.
If you got a red card(carnivore) in the Cell Stage, you'll have the ability to set traps in the Tribal Stage. These traps can take out Epics in one shot, providing you with enough meat to last the rest of the stage on top of getting a bothersome foe out of the picture.
As mentioned on the main page, you can use Save Scumming to get planets with ideal spice types early on. If you're sent to a yellow star during the tutorial, you could theoretically use this tactic to gain a green orbit-planet with purple spice—the rarest and most expensive spice type—as your first colony. Once it's terraformed, money essentially ceases to be an issue.
Goddamn Bats: Spiked Shysters in the Cell Stage. They have a spike at the very front and will relentlessly hunt you down with it. The only thing keeping them from being Demonic Spiders is the fact that you usually have access to the spike yourself by that point,note putting a spike on your rear will prevent them from poking you but they'll still pursue you no matter how many times they bounce off. You can't even put a spike up front and attack it head on.
Good Bad Bug: If you have Galactic Adventures and use the Holo-scout, the colonist outfit for your creature is replaced with the captain outfit. This opens up new opportunities allowing you to make colonists that use otherwise restricted parts for the colonists. This can, however, lead into a problem as you cannot remove the captain parts afterward.
When fighting a King Mook, if you can lure it to your nest, your species will attack it and become invincible, allowing an easy kill. Just don't let it kill you.
The Creature Creator's Asymmetry Glitch and Invisible Limb Glitch won't affect gameplay, but they greatly increase the game's creative potential, allowing you to make lopsided creatures before patch 1.05, Hive Minds, Raymanian Limbs, and all sorts of other fun stuff. Some mods make the glitches easier to use, and unlike many modded creatures, they can be loaded onto the public server.
Asymmetry became an Ascended Glitch in a patch a little bit before Galactic Adventures was released.
If you're lucky, if you get called to take care of ships pirating your spice, you'll get the message thanking you as soon as you enter the planet being raided, saving you the trouble.
In the Creature Stage, if you attack another species's egg, they'll revert to an angry orange face. This makes sense... until you realize this also applies to "Innately Hostile" (red face) species that can't be befriended otherwise. Since orange face species can be befriended (albeit with some difficulty since they can and do still attack you until you befriend at least one), this bug is invaluable for those attempting to get the green card since it allows players to befriend otherwise unfriendable species. Just make sure you don't completely eat the egg.
Holy Shit Quotient: For every player, the first time they saw an Epic Creature trundling around.
Hype Backlash: Big time. Parts of the game were first demoed years before the game was finally released to great excitement, and the hype grew from there. When the game was finally released, it was painfully obvious not all of the demoed features made it into the final product, resulting in a ton of Hype Backlash. Even trying to take the game on its own merits, many reviewers gave it So Ok Its Average scores. However, even if it didn't live up to the hype, it has been far from a failure; with a huge user community, many wonderful creations, successful expansion packs and companion games.
Lethal Joke Item: The Shaman Parts, while using up no captain energy, deal much less damage than the energy-guzzling Warrior parts, and only two of them do any damage at all. But the "Summon Swarm" weapon has an interesting quirk. It summons a swarm of bees to torture and distract an enemy for several seconds, making the enemy run around screaming in pain. If you use it when the enemy is near lava, he will run around on air unaffected by gravity and fall into the lava when the swarm wears off. Got a high-health enemy you could never beat? Got some lava around? Use the Summon Swarm!
Also, many claim that the reason why Will Wright left EA is because his game was ruined by the people who published it. This is not true but the reason why Will left is because he wanted to work for The Stupid Fun Club, which is a company he formed with his friends. But Will says that EA will still publish games, so nothing really major happened.
Most Annoying Sound: The sound of your communicator beeping as your colonies and allies beg you to save them from pirates/ecodisaster/invasion for the millionth time; while you are busy handling another person's crisis, on the other side of the galaxy. Luckily, patches, fan-made mods, and improvements that can be bought in the game tone this down and take care of it for you.
In the Space stage, allying yourself with numerous species ends up being a pain since your allies can and frequently do go to war with each other, meaning that they will beg the player to help them. What this means is that you are going to be unable to avoid pissing somebody off and eventually making one of your allies your enemy regardless of what you do.
In the Space stage, getting the warning that you, or even your allies, ecosystem is on the verge of complete collapse is perhaps the most annoying to have to deal with; especially if your ship is nowhere near the planet that is about to lose its ecosystem.
The Scrappy: Adventure Town. Many user-created missions are basically "blow up Adventure Town/Adventure Town sucks/Monsters attack Adventure Town".
Scrappy Level: The Tribal Stage which is thought to be the section that had the least amount of work put into it, and is thought to be quite dull and boring to play through.
The Tetris Effect: It's not unheard of for long time players to look at everyday objects and think "How could I make that in the creators?"
That One Level: TX-5000 Superweapon is very difficult for what should be an easy Maxis adventure, and requires specialized captains.
If you get around that one via the Sneak skill, "Infestation" will throw you for a loop. The first enemy type you encounter is a "Suicide Creature"note A relatively weak creature that carries a bomb and will approach you in hopes of having it explode next to you, which is the one enemy type that will still attack you if you have Sneak on. Once you're attacked, Sneak gets disabled and you have to wait for it to recharge, during which the Dronox and Insectrox will be more than happy to Zerg Rush you.
What Could Have Been: Spore was originally designed as a game with more science basing. Somewhere along the line, the "Scientifically Accurate" team and the "Cute and Fun" team got into a stand off, with the Cute and Fun team winning the argument in the end. Considering the fuzzy feel of the game is one of the key issues (and Will Wright taking the bullet for that side), one wonders how the game would have ended up if the other side won.