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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/duet_game.png]]
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YMMV
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* AwesomeMusic: A huge selling point for the game. See Background Music for more info.
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italics for work names
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Duet is a game for iOS and Android, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's NintendoHard. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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--> [[BrickJoke But I want you to know one last thing...]]
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I am here.
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[[BrickJoke I am here.]]
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's NintendoHard. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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Duet is a game for iOS, iOS and Android, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's NintendoHard. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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* RuleOfFunny: One of the achievements, which is awarded for playing the endless mode, is called [[ DepartmentOfRedundancyDepartment Double Infinity]].
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* RuleOfFunny: One of the achievements, which is awarded for playing the endless mode, is called [[ DepartmentOfRedundancyDepartment [[DepartmentOfRedundancyDepartment Double Infinity]].
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* RuleOfFunny: One of the achievements, which is awarded for playing the endless mode, is called [[ DepartmentOfRedundancyDepartment Double Infinity]].
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* JustOneMoreLevel: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
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* JustOneMoreLevel: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.back.
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I am here.
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I am here.
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* SecretTestofCharacter: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
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* SecretTestofCharacter: SecretTestOfCharacter: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
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* NintendoHard: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11 in the next round.
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* NintendoHard: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11 in the next round.
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This was fun; No first person please ;)
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's {{Nintendo Hard}}. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's {{Nintendo Hard}}.NintendoHard. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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* {{Awesome Music}}: A huge selling point for the game. See Background Music for more info.
* {{Background Music}}: Arguably the only part of the game more important than the fact that it is {{Nintendo Hard}}. Without the music composed by Tim Shiel, Duet is just a challenging dodging game. But with the music, it becomes a hypnotic experience, that pulls you in and in and in.
* {{Boss Remix}}: The same theme pops up over and over as the gameplay gets more intense, and the music goes from casual ambient to psychedelic to match.
* {{Bolero Effect}}: Adds to the hypnoticism of the experience in certain parts, as the gameplay gets more intense.
* {{Brutal Bonus Level}}: The levels on the bottom of the "Challenges" page - Every challenging aspect of the game is made even more brutal in these. Especially on "Transcendence" - If you thought having blocks disappear was hard, these blocks vanish almost the moment you see them, so you have to really learn to project where the blocks will be. And yes, they swing side-to-side as well, so you have to be REALLY savvy to predict where they will be when you have to dodge them.
* {{Collision Damage}}: What do you think the game is about? Also, in [[MarathonLevel Endless]] mode, you have 3 hearts, and they regenerate fairly slowly, so you're gonna have to be really good at dodging the blocks, otherwise you'll be set back at the beginning very quickly.
* {{Distinctive Appearances}}: The different blocks generally suggest that you have to move in a different way: When you see medium-sized squares, it's a safe bet that you are either going to have to avoid the middle (if it's in the center of the screen), or rapidly alternate which direction you're going to have to rotate in (if they aren't in the center of the screen). Longer, horizontal blocks tend to mean you have to constantly rotate in one direction. Even more so once you start the [[PostEndGameContent Epilogue]], as the splitter blocks have a prominent arrow-shaped design, and there are also small blocks which rapidly open and close, confusing the player as to which position they need to be in.
* {{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11 in the next round.
* [[OneHitPointWonder One-Hit-Point Wonder]]: If you get hit once, you have to restart the level. Averted to a certain extant in Endless, since you have 3 lives, but you still have to restart a wave whenever you get hit.
* {{Post End Game Content}}: Epilogue, as well as Encore, all 3 [[MarathonLevel Endless]] modes, the bonus levels, AND the {{Speedrun}}s.
* {{Secret Test of Character}}: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
* {{The Tetris Effect}}: This troper is plauged by visions of spinning orbs dancing around the falling blocks.
* {{Just One More Level}}: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
* {{Background Music}}: Arguably the only part of the game more important than the fact that it is {{Nintendo Hard}}. Without the music composed by Tim Shiel, Duet is just a challenging dodging game. But with the music, it becomes a hypnotic experience, that pulls you in and in and in.
* {{Boss Remix}}: The same theme pops up over and over as the gameplay gets more intense, and the music goes from casual ambient to psychedelic to match.
* {{Bolero Effect}}: Adds to the hypnoticism of the experience in certain parts, as the gameplay gets more intense.
* {{Brutal Bonus Level}}: The levels on the bottom of the "Challenges" page - Every challenging aspect of the game is made even more brutal in these. Especially on "Transcendence" - If you thought having blocks disappear was hard, these blocks vanish almost the moment you see them, so you have to really learn to project where the blocks will be. And yes, they swing side-to-side as well, so you have to be REALLY savvy to predict where they will be when you have to dodge them.
* {{Collision Damage}}: What do you think the game is about? Also, in [[MarathonLevel Endless]] mode, you have 3 hearts, and they regenerate fairly slowly, so you're gonna have to be really good at dodging the blocks, otherwise you'll be set back at the beginning very quickly.
* {{Distinctive Appearances}}: The different blocks generally suggest that you have to move in a different way: When you see medium-sized squares, it's a safe bet that you are either going to have to avoid the middle (if it's in the center of the screen), or rapidly alternate which direction you're going to have to rotate in (if they aren't in the center of the screen). Longer, horizontal blocks tend to mean you have to constantly rotate in one direction. Even more so once you start the [[PostEndGameContent Epilogue]], as the splitter blocks have a prominent arrow-shaped design, and there are also small blocks which rapidly open and close, confusing the player as to which position they need to be in.
* {{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11 in the next round.
* [[OneHitPointWonder One-Hit-Point Wonder]]: If you get hit once, you have to restart the level. Averted to a certain extant in Endless, since you have 3 lives, but you still have to restart a wave whenever you get hit.
* {{Post End Game Content}}: Epilogue, as well as Encore, all 3 [[MarathonLevel Endless]] modes, the bonus levels, AND the {{Speedrun}}s.
* {{Secret Test of Character}}: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
* {{The Tetris Effect}}: This troper is plauged by visions of spinning orbs dancing around the falling blocks.
* {{Just One More Level}}: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
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* {{Awesome Music}}: AwesomeMusic: A huge selling point for the game. See Background Music for more info.
*{{Background Music}}: BackgroundMusic: Arguably the only part of the game more important than the fact that it is {{Nintendo Hard}}.NintendoHard. Without the music composed by Tim Shiel, Duet is just a challenging dodging game. But with the music, it becomes a hypnotic experience, that pulls you in and in and in.
*{{Boss Remix}}: BossRemix: The same theme pops up over and over as the gameplay gets more intense, and the music goes from casual ambient to psychedelic to match.
*{{Bolero Effect}}: BoleroEffect: Adds to the hypnoticism of the experience in certain parts, as the gameplay gets more intense.
*{{Brutal Bonus Level}}: BrutalBonusLevel: The levels on the bottom of the "Challenges" page - Every challenging aspect of the game is made even more brutal in these. Especially on "Transcendence" - If you thought having blocks disappear was hard, these blocks vanish almost the moment you see them, so you have to really learn to project where the blocks will be. And yes, they swing side-to-side as well, so you have to be REALLY savvy to predict where they will be when you have to dodge them.
*{{Collision Damage}}: CollisionDamage: What do you think the game is about? Also, in [[MarathonLevel Endless]] mode, you have 3 hearts, and they regenerate fairly slowly, so you're gonna have to be really good at dodging the blocks, otherwise you'll be set back at the beginning very quickly.
*{{Distinctive Appearances}}: DistinctiveAppearances: The different blocks generally suggest that you have to move in a different way: When you see medium-sized squares, it's a safe bet that you are either going to have to avoid the middle (if it's in the center of the screen), or rapidly alternate which direction you're going to have to rotate in (if they aren't in the center of the screen). Longer, horizontal blocks tend to mean you have to constantly rotate in one direction. Even more so once you start the [[PostEndGameContent Epilogue]], as the splitter blocks have a prominent arrow-shaped design, and there are also small blocks which rapidly open and close, confusing the player as to which position they need to be in.
*{{Nintendo Hard}}: NintendoHard: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11 in the next round.
*[[OneHitPointWonder One-Hit-Point Wonder]]: OneHitPointWonder: If you get hit once, you have to restart the level. Averted to a certain extant in Endless, since you have 3 lives, but you still have to restart a wave whenever you get hit.
*{{Post End Game Content}}: PostEndGameContent: Epilogue, as well as Encore, all 3 [[MarathonLevel Endless]] modes, the bonus levels, AND the {{Speedrun}}s.
*{{Secret Test of Character}}: SecretTestofCharacter: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
*{{The Tetris Effect}}: This troper is plauged by visions of spinning orbs dancing around the falling blocks.
* {{Just One More Level}}:JustOneMoreLevel: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
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*
* {{Just One More Level}}:
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* {{Awesome Music}}: A huge selling point for the game. See Background Music for more info.
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!!
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!! Duet contains examples of:
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* {{Boss Remix}}: The same theme pops up over and over as the gameplay gets more intense, and the music goes from casual ambient to psychedelic to match.
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* {{Bolero Effect}}: Adds to the hypnoticism of the experience.
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* {{Bolero Effect}}: Adds to the hypnoticism of the experience.experience in certain parts, as the gameplay gets more intense.
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* {{Bolero Effect}}: Adds to the hypnoticism of the experience.
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* {{Background Music}}: Arguably the only part of the game more important than the fact that it is {{Nintendo Hard}}. Without the music composed by Tim Shiel, Duet is just a challenging dodging game. But with the music, it becomes a hypnotic experience, that pulls you in and in and in.
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None
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* {{The Tetris Effect}}: This troper is plauged by visions of spinning orbs dancing around the falling blocks.
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* {{Secret Test of Character}}: The final dialogue for "Depression": "I don't want you to keep going" [[spoiler:And then, right after that, in the first dialogue for "Hope": "I want you to want to keep going"]]
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* {{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11.
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* {{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11.11 in the next round.
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* {{Post End Game Content}}: Epilogue, as well as Encore, all 3 [[MarathonLevel Endless]] modes, the bonus levels, AND the {{Speedrun}}s.
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* {{Distinctive Appearances}}: The different blocks generally suggest that you have to move in a different way: When you see medium-sized squares, it's a safe bet that you are either going to have to avoid the middle (if it's in the center of the screen), or rapidly alternate which direction you're going to have to rotate in (if they aren't in the center of the screen). Longer, horizontal blocks tend to mean you have to constantly rotate in one direction. Even more so once you start the [[PostEndGameContent Epilogue]], as the splitter blocks have a prominent arrow-shaped design, and there are also small blocks which rapidly open and close, confusing the player as to which position they need to be in.
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*[[OneHitPointWonder One-Hit-Point Wonder]]: If you get hit once, you have to restart the level. Averted to a certain extant in Endless, since you have 3 lives, but you still have to restart a wave whenever you get hit.
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* {{Antepiece}}: Pretty much the entire game. You get introduced to the concept of dodging, cool. Now dodge this spinning brick. You can dodge a spinning brick? Navigate this torrent of spinning- and non-spinning bricks. You got that? Well now dodge these bricks which are moving at different speeds. You got that? Well these ones move side to side. By the end of the game, you are maneuvering through insanely complicated levels, with all sorts of crazy obstacles.
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* {{Antepiece}}: Pretty much the entire game. You get introduced to the concept of dodging, cool. Now dodge this spinning brick. You can dodge a spinning brick? Navigate this torrent of spinning- and non-spinning bricks. You got that? Well now dodge these bricks which are moving at different speeds. You got that? Well these These ones move side to side. By the end of the game, you are maneuvering through insanely complicated levels, with all sorts of crazy obstacles.
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* {{Collision Damage}}: What do you think the game is about? Also, in [[MarathonLevel Endless]] mode, you have 3 hearts, and they regenerate fairly slowly, so you're gonna have to be really good at dodging the blocks, otherwise you'll be set back at the beginning very quickly.
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None
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* {{Brutal Bonus Level}}: The levels on the bottom of the "Challenges" page - Every challenging aspect of the game is made even more brutal in these. Especially on "Transcendence" - If you thought having blocks disappear was hard, these blocks vanish almost the moment you see them, so you have to really learn to project where the blocks will be. And yes, they swing side-to-side as well, so you have to be REALLY savvy to predict where they will be when you have to dodge them.
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*{{Autosave}}: Whenever you beat a wave. Pretty much a necessity, because you die A LOT.
*{{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11.
*{{Nintendo Hard}}: Did I mention you die a lot? Whenever you get used to a new mechanic, the game turns it up to 11.
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* {{Antepiece}}: Pretty much the entire game. You get introduced to the concept of dodging, cool. Now dodge this spinning brick. You can dodge a spinning brick? Navigate this torrent of spinning- and non-spinning bricks. You got that? Well now dodge these bricks which are moving at different speeds. You got that? Well these ones move side to side. By the end of the game, you are maneuvering through insanely complicated levels, with all sorts of crazy obstacles.
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None
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's {{Nintendo Hard}}. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's {{Nintendo Hard}}. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.repeat.
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!!
*{{Just One More Level}}: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
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!!
*{{Just One More Level}}: Good luck putting Duet down once you've started. You keep on coming back, to see if you can just beat that one level that keeps on getting you. And once you've got that level, the next level will keep you coming back. Heck, even after you've beaten the Story Mode and the Epilouge, you've still got speed runs and endless mode to keep you coming back.
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Duet is a game for iOS, where one must rotate two spheres to avoid blocks. Sounds easy? Wrong, it's {{Nintendo Hard}}. Whenever you think that you're starting to get the hang of it, the game sends a new challenge your way, and you go from feeling like you are the master of everything in the universe, to a useless ant that can't do anything in a matter of seconds. Then you start getting the hang of it again - And then you rinse and repeat.