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** Cockroach the Builder flips off at the player on his boss splash.

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** Cockroach the Builder flips off at the player on his episode thumbnail and boss splash.



** Cockroach the Builder appears to be a reference to ''WesternAnimation/BobTheBuilder'', going by the name, the boss' construction theme, episode title ("Can We Fix This?"), and achievement name ("Can't fix this").

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** Cockroach the Builder appears to be a reference to ''WesternAnimation/BobTheBuilder'', going by the name, the boss' construction theme, episode title ("Can We Fix This?"), It?"), and achievement name ("Can't fix this").
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* {{Spoonerism}}: The [[Toys/NerfBrand Gerf Nun]] weapon.

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* LimitedSoundEffects: Every enemy with a jump attack will also share the same croaking sound from the toad enemies.

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* LimitedSoundEffects: Every enemy with a jump attack will also share the same croaking sound from the toad enemies.enemies when performing that attack.


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* MiniBoss: Starting from Episode 4, the player can encounter a miniboss fight midway through an episode. The minibosses are of the DegradedBoss variety.


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* WarmUpBoss: The Mega Toad is the first boss the player faces without having to go to the lobby, as Episode 1 is played immediately after the tutorial.
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* LimitedSoundEffects: Every enemy with a jump attack will also share the same croaking sound from the toad enemies.
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* BigBallOfViolence: The game's logo has this behind its title.

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''The Crackpet Show'' is inspired from ''WebAnimation/HappyTreeFriends'' and ''VideoGame/EnterTheGungeon'', as it mixes the premise of cartoon animals being killed gruesomely from the former and the roguelite top-down gunplay from the latter. The player (up to four multiplayer) picks one of the eight Crackpets to play as[[note]]Bunny, Cowie, Rusty (rooster), Sharky, Crocodile, Panda, Goat, or Pig.[[/note]] and one of the classes for their starting weapon and item. The main campaign is designed like a TV show, with seasons representing worlds and episodes representing levels. An episode consists of randomly-generated stages that branch differently and each can be either the basic "kill all enemies" stage without any reward or provide something special, requiring the player to work with what the episode spits out in the current run. The player can also fight minibosses, but in general all episodes end with a major boss fight. The player can earn [[ExperiencePoints Fame]] to earn Upgrade Coins to be used for weapon/item/perk upgrades, Likes for the current run's currency used to buy at shop stages, and Trophies to unlock sponsor support to ease gameplay. Weapons, item, and perks are removed upon failing/clearing an episode, though the player may be able to mitigate somewhat like using a Stash stage to store a copy of their equipped weapon for a later run.

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''The Crackpet Show'' is inspired from ''WebAnimation/HappyTreeFriends'' and ''VideoGame/EnterTheGungeon'', as it mixes the premise of cartoon animals being killed gruesomely from the former and the roguelite top-down gunplay from the latter. The player (up to four multiplayer) picks one of the eight Crackpets to play as[[note]]Bunny, Cowie, Rusty (rooster), Sharky, Crocodile, Panda, Goat, or Pig. The game initially came with the first four characters, but later updates added the latter characters.[[/note]] and one of the classes for their starting weapon and item. The main campaign is designed like a TV show, with seasons representing worlds and episodes representing levels. An episode consists of randomly-generated stages that branch differently and each can be either the basic "kill all enemies" stage without any reward or provide something special, requiring the player to work with what the episode spits out in the current run. The player can also fight minibosses, but in general all episodes end with a major boss fight. The player can earn [[ExperiencePoints Fame]] to earn Upgrade Coins to be used for weapon/item/perk upgrades, Likes for the current run's currency used to buy at shop stages, and Trophies to unlock sponsor support to ease gameplay. Weapons, item, and perks are removed upon failing/clearing an episode, though the player may be able to mitigate somewhat like using a Stash stage to store a copy of their equipped weapon for a later run.


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* ActionBomb: The flies fly straight for the players upon spawning. The flies explode when they are close enough to a player or if killed.


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* AttackDrone: The Turret is a special item that can be deployed on the ground. It shoots bullets at any nearby enemy in range until its timer runs out. A different item called My Turret works the same, but copies the user's current weapon for the shots.
** Lionstein and Lionel can deploy their own turrets like the player. Unlike the player's turrets, they can be shot and destroyed.


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* CrosshairAware: Certain enemy attacks are preceded with crosshairs to denote their AreaOfEffect.
* DamageDiscrimination: Averted. The spinning blades and the spike traps hurt ground-bound enemies, not just the players.


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* NitroBoost: The Haste perk increases the affected player's movement speed. Adrenaline Shot also has the same effect (among other boosts), but only for a few seconds after starting a stage.


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* ZergRush: The large number of enemies will easily overwhelm players if not killed quickly. The player can also invoke this using the Manifesto, which summons 7-13 maniacs (depending on the item's rank) from the audience to fight enemies. As a bonus, the enemies' attention also turns toward them instead of the player if they are nearest.

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* AchievementMockery: A few secret achievements require the player to die to easily avoidable situations, like an easy enemy.



** A few do not even have to be the same species. Sludgeswine's derivatives include the minibosses Slimekoala and the Koala Duo, as well as a normal enemy that shares the same similarity: firing bouncy projectiles in a SpreadShot.

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** A few do not even have to be the same species. Sludgeswine's derivatives include the minibosses Slimekoala Slime Koala and the Koala Duo, as well as a normal enemy that shares the same similarity: firing bouncy angular projectiles in a SpreadShot.



** The Blood Brothers from Season Three are the only boss fight to be this.



** Cockroach the Builder flips off at the player on his boss splash.



* GuideDangIt: Some of the secret achievements are only recognized once the player unlocks them, and they are typically stuff that either happen by accident or something players are very unlikely to perform. That is, if the player does not look for a guide.
** "Fashionista" has the bizarre requirement of a player having a certain perk applied and then the same player using a particular special item. Good luck knowing which ones without a guide.



** The wizard monkeys have the ability to spawn local {{mook}}s.

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** The wizard monkeys have the ability to spawn local {{mook}}s.{{mook}}s, including another wizard monkey.



** Cockroach the Builder spawns enemies throughout his boss fight.



* NoDamageRun: The achievement "Flawless" requires winning a boss fight without getting hit, while "Flawless Victory" requires completing a run without getting hit.



** The Blood Brothers are both buff and they are named [[Creator/ArnoldSchwarzenegger Arnold]] and [[Creator/SylvesterStallone Sylvester]].
** Cockroach the Builder appears to be a reference to ''WesternAnimation/BobTheBuilder'', going by the name, the boss' construction theme, episode title ("Can We Fix This?"), and achievement name ("Can't fix this").



* StationaryBoss: Ass in Glass and Whack-a-Ctopus do not move from their spots in their fights.

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* SpeedrunReward: The achievement "Speedrunner" requires clearing any episode within 5 minutes.
* StationaryBoss: Ass in Glass Glass, Whack-a-Ctopus, and Whack-a-Ctopus Cockroach the Builder do not move from their spots in their fights.



* TurtlePower: There is a boss called Giant Turtle, which is, well, a giant turtle. Aside from firing bullets, it can also stomp to unleash shockwaves (also represented by bullets).



* VideoGameCaringPotential: As fun as it is to shoot the apathetic audience members, there is an achievement for not having any of them killed in a single episode.



** Both Epix Mole and Mole in the Hole pop out of the ground to attack before hiding, just like the earthworms.

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** Both Epix Mole and Mole, Mole in the Hole Hole, and another Mole miniboss pop out of the ground to attack before hiding, just like the earthworms.
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* SetAMookToKillAMook: The Meat Boys perk allows the player to randomly pull this off. Upon an enemy's death by the player with this perk, it may be reanimated into a zombie ally that fights for you.

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* SetAMookToKillAMook: The Meat Boys perk allows the player to randomly pull this off. Upon an enemy's death by the player with this perk, it may be reanimated into a zombie ally that fights for you.the perk user.



** Marked is a DamageIncreasingDebuff on the affected enemy.

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** Marked is a DamageIncreasingDebuff on the affected enemy. Only one enemy in a stage can be affected at a time.



* UnnecessaryCombatRoll: Averted, as dashing is necessary to avoid bullets, enemies, or traps that might be too fast to outrun. Pits also cannot be passed through without dashing, which is already made clear in the tutorial.

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* UnnecessaryCombatRoll: Averted, as dashing is necessary to avoid bullets, enemies, or traps that might be too fast to outrun.outrun or just plain in the way. Pits also cannot be passed through without dashing, which is already made clear in the tutorial.
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* MadScientist: Lionstein, the Episode 11 boss, is a lion in a typical labcoat.

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* MadScientist: Lionstein, the Episode 11 boss, is a lion in a typical labcoat.labcoat and named after Albert Einstein. The same also applies to his miniboss version, Lionel.

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* CognizantLimbs: The Whack-a-Ctopus fight has its tentacles fought first, each of them having its own LifeMeter. Once they are taken out in this phase, the boss' head pops out and it keeps using its tentacles (still with individual health bars) for attacks. Destroying the tentacles in this phase is at least optional, though recommended considering each of them fires bullets and the two front ones are placed right in front of the boss' head.

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* CognizantLimbs: The Whack-a-Ctopus fight has its tentacles fought first, each of them having its own LifeMeter. Once they are taken out in this phase, the boss' head pops out and it keeps using its tentacles (still with individual health bars) for attacks. Destroying the tentacles in this phase is at least optional, though recommended considering each of them fires bullets and the two front ones a couple are placed right in front of the boss' head.



** The Junk Queen spawns toy monkeys to mess with the player's aim, even more so once she TurnsRed.

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** The Junk Queen (and the miniboss version Junk Princess) spawns toy monkeys to mess with the player's aim, even more so once she TurnsRed.


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* PersonalSpaceInvader: The spider enemies shoot their threads that cover a decent range. If a player is caught in one, they will be pulled towards the spider, causing CollisionDamage unless said spider is killed or the player dashes out of the thread.


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* StationaryBoss: Ass in Glass and Whack-a-Ctopus do not move from their spots in their fights.


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* WhackAMonster:
** The earthworms only pop out from a random spot on the ground to fire their weapons before hiding back in to repeat the process.
** Both Epix Mole and Mole in the Hole pop out of the ground to attack before hiding, just like the earthworms.
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* AssKicksYou: Ass in Glass, the boss of Episode 12, is a seemingly disembodied butt inside a liquid-filled glass containment. Doesn't stop it from unleashing BulletHell and lasers upon the Crackpets. When it TurnsRed, it is shown to be a mutated creature with sharp teeth.


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* PurpleIsPowerful: Epic weapons/items are distinguished from the common ones by their purple glow.

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* AwesomeButImpractical: As the game demands quick reactions, any weapon with a slow cooldown is this if it is the only thing in a player's hands.

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* AwesomeButImpractical: AwesomeButImpractical:
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As the game demands quick reactions, any high-damage weapon with a slow cooldown is this if it is the only thing in a player's hands.hands, as these tend to have slow cooldowns.
** Few powerful weapons, like the Bowling Gun, slow the player down when held. Not something to experience in a fast-paced BulletHell game. However, unlocking (and assigning) the ability to bring two weapons, combined with RealTimeWeaponChange, allows the player to just swap between one of these weapons and a normal one to mitigate this problem entirely.
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** Inverted with the bats. Bats are first encountered in Season One, but the boss and miniboss versions appear in Season Two. Same for the huggers, as their boss version appears on Season Three.

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** Inverted with the bats. Bats are first encountered in Season One, but the boss and miniboss versions appear in Season Two. Same for the huggers, huggers and the octopi, as both debuted in Season One, but their boss version appears on versions appear in Season Three.

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* CognizantLimbs: The Whack-a-Ctopus fight has its tentacles fought first, each of them having its own LifeMeter. Once they are taken out in this phase, the boss' head pops out and it keeps using its tentacles (still with individual health bars) for attacks. Destroying the tentacles in this phase is at least optional, though recommended considering each of them fires bullets and the two front ones are placed right in front of the boss' head.



** Inverted with the bats. Bats are first encountered in Season One, but the boss and miniboss versions appear in Season Two.

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** Inverted with the bats. Bats are first encountered in Season One, but the boss and miniboss versions appear in Season Two. Same for the huggers, as their boss version appears on Season Three.



* PowerUp: Power-up stages will reward players with a drinking fountain (in the form of a gigantic canned drink) that will boost either Fame obtained, Likes obtained, or damage output for a few stages.

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* PowerUp: Power-up Boost stages will reward players with a drinking fountain (in the form of a gigantic canned drink) that will boost either Fame obtained, Likes obtained, or damage output for a the next few stages.

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* FlippingTheBird: Bunny is depicted flipping the middle finger on his official artwork.

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* FlippingTheBird: FlippingTheBird:
**
Bunny is depicted flipping the middle finger on his official artwork.artwork.
** The mouse cursor on the PC version points with a middle finger.
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* FriendlyFireproof: No one's shots can hurt each other of the same side.

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* AnvilOnHead: Appears as an item that inflicts heavy damage to any enemy the player is currently aiming at.



* AnvilOnHead: Appears as an item that inflicts heavy damage to any enemy the player is currently aiming at.



* CollisionDamage: In general, touching an enemy damages the player's Crackpet, but there are certain items/perks that invoke this ''from'' the player.



* CombatResuscitation: In a multiplayer game, if an ally runs out of health, a timer appears around them that counts down to their proper death. Having a player stand over the timer will gradually fill it back and, when full, revive the downed ally with half a heart.



* {{Cooldown}}: Every weapon has a cooldown timer before it can be fired again. The Rapid Fire perk (and its Aura variant) helps reduce this a bit. Items also have a cooldown before they can be used again.



** Inverted with the bats. Bats are first encountered in Season One, but the boss and miniboss versions appear in Season Two.
* DieChairDie: Fragile props such as crates and barrels can be destroyed by shots or walking over them. A Sponsor skill allows a chance of hearts, weapons, or items to appear from broken crates or barrels.



* TopDownView: The game is presented this way.



* VideoGameCrueltyPotential: The audience members can be killed by your own shots. There is even an achievement for killing 999 of them.

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* VideoGameCrueltyPotential: The audience members can be killed by your the players' own shots. There is even an achievement for killing 999 of them.them.
* VideoGameTutorial: Playing Campaign on a fresh save will have the player go through a tutorial stage as Bunny to get used to the controls and game mechanics.
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* EndlessGame: The Endless mode pits players against endless waves of enemies, only broken up by boss fights every few waves. An online leaderboard records all players' best from this mode.


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* LifeMeter: Players have hearts, while enemies have the standard health bar. Every damage taken by a player takes off half a heart, while enemies have numerical health that is shaved off by damage numbers inflicted by the players' weapons/items or traps.


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* MercyInvincibility: Applies to player characters upon taking any damage.


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* PaletteSwap: Stronger variants of an enemy is colored differently or given different graphical assets to distinguish them from each other.
* PowerUp: Power-up stages will reward players with a drinking fountain (in the form of a gigantic canned drink) that will boost either Fame obtained, Likes obtained, or damage output for a few stages.

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* DungeonShop: Appears as a stage type. There, players can purchase weapons, items, perks, or hearts with Likes (potential HilarityEnsues since all players share a wallet). Players can also interact with a shady cat to sell their currently-held weapon or with a cleaning fish (if she appears) to exchange their weapon with a random one (can only be done once per encounter). Though prices go higher the later an episode is, there are Sponsor skills that can help lower buying price or increase selling price.



* LimitedLoadout: A player starts off only being able to equip one weapon and one item, forcing swaps for every new weapon/item found that may or may not benefit the player in the current run. A Sponsor skill allows the player to equip two weapons, but it remains a decision-making game because it is still a very tight inventory and there are plenty of good weapons or items to use.



* RandomNumberGod: Being a roguelite game, it is a given. Not just in stage progression (and this is not even touching Endless mode), but also unlocking skins and upgrading weapons/items/skins. To elaborate on the latter, the player is given two random things to upgrade. Once one is picked, it moves on to the next two random items and the player repeats the process until the player runs out of Upgrade Coins.

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* RandomNumberGod: Being a roguelite game, it is a given. Not just in stage progression (and this is not even touching Endless mode), but also unlocking skins and upgrading weapons/items/skins. To elaborate on the latter, the player is given two random things to upgrade. Once one is picked, it moves on to the next two random items and the player repeats the process until the player runs out of Upgrade Coins. A stage's type can also be a "Random" one, so it can play out as any other stage type picked, well, randomly.
* RandomlyGeneratedLevels: An episode has randomly generated stages arranged in paths that may randomly branch out or cross with another, while every normal stage randomly picks one of the preset layouts in most cases and every stage type is decided randomly upon an episode run, so no run is the same.


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* SkillScoresAndPerks: The Sponsors and the Perks, the former unlocked using Trophies obtained from clearing episodes while the latter appears at the start of an episode or on stages with the goldfish icon (if not as a potential outcome in a Random stage).
** Sponsors unlock new features and gameplay enhancements to ease some of the difficulty, though players still have a choice to unassign them if they wish.
** Perks are temporary power-ups applied on the player receiving them. It only applies for the current run and will be gone on the next run. These can be upgraded in the lobby with Upgrade Coins. There is also the Mutation Potion item that can be used to temporarily apply a random perk on the user. Interestingly, though a given perk can only be claimed by one player, if more than one player decide to claim the same perk, they will be subjected to a button press minigame where the first one to mash 10 correct buttons in a row wins the perk.
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** A few do not even have to be the same species. Sludgeswine's derivatives include the minibosses Slimekoala and the Koala Duo, as well as a normal enemy that shares the same similarity: firing bouncy projectiles in a SpreadShot.


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* MadScientist: Lionstein, the Episode 11 boss, is a lion in a typical labcoat.
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* WeirdCurrency: Likes (like Website/{{Facebook}}'s Likes) are this game's currency, obtained from killing enemies, as bonus from clearing a Social stage, or selling a currently held weapon. Of course, these are mainly used in the shop stages. Appropriately, achievements related to collecting Likes in a single run are named after social media terms such as "Influencer".

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* WeirdCurrency: Likes (like Website/{{Facebook}}'s Likes) are this game's currency, obtained from killing enemies, as bonus from clearing a Social stage, or selling a currently held weapon. Of course, these are mainly used in the shop stages. Appropriately, achievements related to collecting Likes in a single run are named after social media terms such as "Influencer".
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* GrossoutShow: The game uses a grotesque artstyle that would not be out of place of a 90's violent cartoon and is not afraid to display all sorts of BodyHorror for the boss designs (ex. Wormy Cat is a gigantic cat with monstrous worms on its back). The game also utilizes ToiletHumor both from the player characters (via certain perks) and certain enemies, like one critter that lobs bullets ''from its butt hole''.

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* GrossoutShow: The game uses a grotesque artstyle that would not be out of place of in a 90's violent cartoon and is not afraid to display all sorts of BodyHorror for the boss designs (ex. Wormy Cat is a gigantic cat with monstrous worms on its back). The game also utilizes ToiletHumor both from the player characters (via certain perks) and certain enemies, like one critter that lobs bullets ''from its butt hole''.

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* BossRush: Episode 12 has the player face every miniboss previously encountered so far. Though each fight is separated by a normal stage so it is not directly back-to-back, this leaves the player with very little options to prepare or heal outside of Stash for weapon.



** The Junk Queen spawns toy monkeys to mess with the player's aim, even more so once she TurnsRed.



** A CartoonBomb item is called VideoGame/Bomberman. It even functions similarly to the bombs in that game.

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** A CartoonBomb item is called VideoGame/Bomberman.VideoGame/{{Bomberman}}. It even functions similarly to the bombs in that game.

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* AttackReflector: The Mirror item allows the user to temporarily reflect enemy projectiles back at it.
* AwesomeButImpractical: As the game demands quick reactions, any weapon with a slow cooldown is this if it is the only thing in a player's hands.



* DuctTapeForEverything: The Shotgun, whose parts are assembled with duct tape. Also the description:
-->''Runs on duct tape and hope.''



* EpicFail: The player can induce this to themselves by using the Stimpak, normally an item that gives a power up at the cost of leaving their HPToOne, while only having the last heart remaining. This instantly kills their Crackpet, and there is even an achievement for it!

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* EpicFail: The player can induce this to themselves by using the Stimpak, normally an item that gives a power up at the cost of leaving their HPToOne, one hit point, while only having the last heart health piece remaining. This instantly kills their Crackpet, of course, and there is even an achievement for it!it!
* EverythingsBetterWithRainbows: The Rainbow Shotgun, which lobs three rainbow bullets.



* MookMaker: The turkey enemies lob bullets that spawn malformed chicks that crawl toward the players.

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* MookMaker: JokeWeapon: The Golden Gun. It only inflicts a minuscule 5 damage per hit and can not be upgraded.
* MookMaker:
**
The turkey enemies lob bullets that spawn malformed chicks that crawl toward the players.players, the same side effect as the Egg Launcher weapon.
** The wizard monkeys have the ability to spawn local {{mook}}s.
* MoreDakka: Pretty much expected as it is a BulletHell game. Some of the weapons fire multiple bullets, and this can escalate with the Extra Shot perk, which makes the user fire twice in a single click.



* NotCompletelyUseless: Golden Gun is a JokeWeapon as mentioned above, but bring it to a shop and it sells for ''four-digit Likes''.



** One of Panda's starting skins resembles [[VideoGame/PokemonXAndY Pangoro]].



** There is a weapon called VideoGame/{{Doom}} Gun. It fires a slow but powerful projectile. And to quote the game:
--->''[[LampshadeHanging May contain traces of copyright infringement.]]''
** A CartoonBomb item is called VideoGame/Bomberman. It even functions similarly to the bombs in that game.



* TertiarySexualCharacteristics:
** Crocodile, one of the two playable female characters, wears a pink bow and has long eyelashes.
** The goldfish that upgrades the player's weapons/items/perks has a pink bow attached to her glass helmet.



** Stun stops the affected enemy temporarily.
** Glue/Freeze slows down the affected enemy.

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** Stun Glue/Stun stops the affected enemy temporarily.
** Glue/Freeze Freeze slows down the affected enemy.



* TertiarySexualCharacteristics:
** Crocodile, one of the two playable female characters, wears a pink bow and has long eyelashes.
** The goldfish that upgrades the player's weapons/items/perks has a pink bow attached to her glass helmet.



* TornadoMove: The Tornado item temporarily turns the user into one to inflict CollisionDamage.



* VideoGameCrueltyPotential: The crowd can be killed by your own shots. There is even an achievement for killing 999 of them.

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* VideoGameCrueltyPotential: The crowd audience members can be killed by your own shots. There is even an achievement for killing 999 of them.

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* RandomEffectSpell: The Random Gun fires a shot from any other weapon picked at random per shot. Yes, even with the Extra Shot perk, the second shot tends to be different.
* RandomLootExchanger: The cleaning fish that can be occasionally found in the shop stages will exchange a player's currently-held weapon with a random one once per encounter, though most of the time it ends up as one of the starting weapons.



** Then there is the Random Gun, which fires a random weapon bullet every shot.

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** Then there is * RealTimeWeaponChange: Once the Random Gun, which fires player has unlocked the Sponsor ability to bring two weapons at once, they may switch between them instantly with a random weapon bullet every shot.dedicated button.
* SetAMookToKillAMook: The Meat Boys perk allows the player to randomly pull this off. Upon an enemy's death by the player with this perk, it may be reanimated into a zombie ally that fights for you.


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* StatusEffects:
** Poison inflicts DamageOverTime to the affected enemy.
** Stun stops the affected enemy temporarily.
** Glue/Freeze slows down the affected enemy.
** Marked is a DamageIncreasingDebuff on the affected enemy.


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* UnnecessaryCombatRoll: Averted, as dashing is necessary to avoid bullets, enemies, or traps that might be too fast to outrun. Pits also cannot be passed through without dashing, which is already made clear in the tutorial.


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* WeirdCurrency: Likes (like Website/{{Facebook}}'s Likes) are this game's currency, obtained from killing enemies, as bonus from clearing a Social stage, or selling a currently held weapon. Of course, these are mainly used in the shop stages. Appropriately, achievements related to collecting Likes in a single run are named after social media terms such as "Influencer".
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* EpicFail: The player can induce this to themselves by using the Stimpak, normally an item that gives a power up at the cost of leaving their HPToOne, while only having the last heart remaining. This instantly kills their Crackpet, and there is even an achievement for it!


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* NintendoHard: The game demands that the player learns every enemy encountered on-the-fly and makes use of anything given by the game in a single run, as outside of Stash for weapons, everything the player (randomly) obtains vanishes after an episode fail/clear, meaning they can not play one episode the exact same way. A stage can have loads of varied enemies that can easily block off players with their bullets or CollisionDamage if they are not dispatched quickly. Bosses, even the first one, already employs BulletHell, and some are even surrounded by traps, so careless dashing will not save the player here. While every weapon, item, or perk can be upgraded to reduce the frustration factor, player movement and timing (and luck) are still key to survival.
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* AntiFrustrationFeatures:
** All traps are disabled and remaining enemy bullets no longer damage the players after a stage clear, preventing a KaizoTrap scenario.
** The player is required to hold a weapon while playing an episode, so if the player ends up dropping/selling all equipped weapons, the player will be automatically given their starting weapon of the respective class in the next stage.


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* DegradedBoss: A few enemies and minibosses encountered later are weaker versions of the bosses already fought. For example, the Mega Toad has the Twin Toads minibosses and the regular toad {{mook}}s. They are all enemies that move by jumping from one spot to another, inflicting CollisionDamage.


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* DualBoss: Some miniboss fights have the player face two of them at the same time.


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* EasyLevelsHardBosses: No matter the weapon and item, a skilled player can clear out regular stages easily. Good weapons and perks help do this faster. However, bosses require the player to study their attack patterns and arena layout on-the-fly, thus it is not uncommon for players to die even on the very first boss until they have a better idea or get lucky with their loadout.

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''The Crackpet Show'' is inspired from ''WebAnimation/HappyTreeFriends'' and ''VideoGame/EnterTheGungeon'', as it mixes the premise of cartoon animals being killed gruesomely from the former and the roguelite top-down gunplay from the latter. The player (up to four multiplayer) picks one of the eight Crackpets to play as[[note]]Bunny, Cowie, Rusty (rooster), Sharky, Crocodile, Panda, Goat, or Pig.[[/note]] and one of the classes for their starting weapon and item. The main campaign is designed like a TV show, with seasons representing worlds and episodes representing levels. An episode consists of randomly-generated stages that branch differently and each can be either the basic "kill all enemies" stage without any reward or provide something special, requiring the player to work with what the episode spits out in the current run. The player can also fight minibosses, but in general all episodes end with a major boss fight. The player can earn [[ExperiencePoints Fame]] to earn Upgrade Tokens to be used for weapon/item/perk upgrades, Likes for the current run's currency used to buy at shop stages, and Trophies to unlock sponsor support to ease gameplay. Weapons, item, and perks are removed upon failing/clearing an episode, though the player may be able to mitigate somewhat like using a Stash stage to store a copy of their equipped weapon for a later run.

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''The Crackpet Show'' is inspired from ''WebAnimation/HappyTreeFriends'' and ''VideoGame/EnterTheGungeon'', as it mixes the premise of cartoon animals being killed gruesomely from the former and the roguelite top-down gunplay from the latter. The player (up to four multiplayer) picks one of the eight Crackpets to play as[[note]]Bunny, Cowie, Rusty (rooster), Sharky, Crocodile, Panda, Goat, or Pig.[[/note]] and one of the classes for their starting weapon and item. The main campaign is designed like a TV show, with seasons representing worlds and episodes representing levels. An episode consists of randomly-generated stages that branch differently and each can be either the basic "kill all enemies" stage without any reward or provide something special, requiring the player to work with what the episode spits out in the current run. The player can also fight minibosses, but in general all episodes end with a major boss fight. The player can earn [[ExperiencePoints Fame]] to earn Upgrade Tokens Coins to be used for weapon/item/perk upgrades, Likes for the current run's currency used to buy at shop stages, and Trophies to unlock sponsor support to ease gameplay. Weapons, item, and perks are removed upon failing/clearing an episode, though the player may be able to mitigate somewhat like using a Stash stage to store a copy of their equipped weapon for a later run.



* AnvilOnHead: Appears as an item that inflicts heavy damage to any enemy the player is currently aiming at.
* BulletHell: Like in ''Enter the Gungeon'', expect to be showered with tons of bullets from multiple enemies and especially the bosses, which have more intricate shot patterns.



** Tank focuses more on distracting multiple enemies. The user is equipped with a Shotgun and a Taunt to get enemies' attention. This only matters while playing multiplayer.

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** Tank focuses more on distracting multiple enemies. The user is equipped with a Shotgun that fires in a SpreadShot and a Taunt to get enemies' attention. This only matters while playing multiplayer.



* MookMaker: The turkey enemies lob bullets that spawn malformed chicks that crawl toward the players.



* RandomNumberGod: Being a roguelite game, it is a given. Not just in stage progression (and this is not even touching Endless mode), but also unlocking skins and upgrading weapons/items/skins. To elaborate on the latter, the player is given two random things to upgrade. Once one is picked, it moves on to the next two random items and the player repeats the process until the player runs out of Upgrade Tokens.

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* RandomNumberGod: Being a roguelite game, it is a given. Not just in stage progression (and this is not even touching Endless mode), but also unlocking skins and upgrading weapons/items/skins. To elaborate on the latter, the player is given two random things to upgrade. Once one is picked, it moves on to the next two random items and the player repeats the process until the player runs out of Upgrade Tokens.Coins.


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* TimedMission: The Fame and Social stages require the players to defeat all enemies as quickly as possible to earn bonus Fame and Likes respectively. The faster it is cleared, the more Fame/Likes are rewarded.


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* VideoGameCrueltyPotential: The crowd can be killed by your own shots. There is even an achievement for killing 999 of them.


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* XRaySparks: Every time a player receives a perk. Regardless of the Crackpet's species, they all show human-like skeletons underneath.

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* CompetitiveBalance: The classes that decide the starting equipment are based on four playstyles:
** Assault is more focused on AttackAttackAttack. The player starts off with a Pew Gun and the heavy damage-dealing Anvil Drop.
** Engineer focuses on debilitating enemies via the Zap Gun and DamageOverTime via the Turret that the user sets on the ground.
** Medic focuses on defensive play, with the obstacle-bypassing Lob-o-Gun and the Bandages for healing.
** Tank focuses more on distracting multiple enemies. The user is equipped with a Shotgun and a Taunt to get enemies' attention. This only matters while playing multiplayer.



* HeartsAreHealth: Hearts are the players' healing item and LifeMeter.
* RandomDrops: If a stage rewards something, like say, a weapon, whatever the player gets is random. And since the player can only equip up to two weapons and one item, decisions for a run are vital.



* RandomlyDrops: If a stage rewards something, like say, a weapon, whatever the player gets is random. And since the player can only equip up to two weapons and one item, decisions for a run are vital.


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* TooDumbToLive: Ground-bound enemies do not care if they walk over or stay on a spinning blades' path or spike traps, which damage them like the player characters.
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[[quoteright:891:https://static.tvtropes.org/pmwiki/pub/images/thecrackpetshowlogo.png]]
[[caption-width-right:891:Are you ready to get famous?]]
'''''The Crackpet Show''''' is a {{Roguelike}} top-down ShootEmUp by Polish developer Vixa Games and published by Ravenage Games on December 15, 2022 on UsefulNotes/{{Steam}}, GOG.com, and the UsefulNotes/NintendoSwitch.

AfterTheEnd, when humans are no more, the world becomes dominated by mutated animals called Crackpets. For their own amusement and fame, they hold a DeadlyGame that is broadcast as a TV show where these animals go through a gladiator-esque battle against each other before facing a giant boss that can easily claim any "lucky" soul that has survived prior bloodshed.

And the player is one such participant.

''The Crackpet Show'' is inspired from ''WebAnimation/HappyTreeFriends'' and ''VideoGame/EnterTheGungeon'', as it mixes the premise of cartoon animals being killed gruesomely from the former and the roguelite top-down gunplay from the latter. The player (up to four multiplayer) picks one of the eight Crackpets to play as[[note]]Bunny, Cowie, Rusty (rooster), Sharky, Crocodile, Panda, Goat, or Pig.[[/note]] and one of the classes for their starting weapon and item. The main campaign is designed like a TV show, with seasons representing worlds and episodes representing levels. An episode consists of randomly-generated stages that branch differently and each can be either the basic "kill all enemies" stage without any reward or provide something special, requiring the player to work with what the episode spits out in the current run. The player can also fight minibosses, but in general all episodes end with a major boss fight. The player can earn [[ExperiencePoints Fame]] to earn Upgrade Tokens to be used for weapon/item/perk upgrades, Likes for the current run's currency used to buy at shop stages, and Trophies to unlock sponsor support to ease gameplay. Weapons, item, and perks are removed upon failing/clearing an episode, though the player may be able to mitigate somewhat like using a Stash stage to store a copy of their equipped weapon for a later run.

In a heartwarming gesture, the game would eventually collaborate with its inspiration eight months later in the form of ''The Crackpet Show: Happy Tree Friends Edition'' DownloadableContent which is released on September 27, 2023. At the same time, the game (with the DLC preinstalled) also supports more platforms like UsefulNotes/XboxOne, UsefulNotes/XboxSeriesXAndS, UsefulNotes/PlayStation4, UsefulNotes/PlayStation5, and Epic Games Store starting on the same date. It features nine playable characters from the cartoon[[note]]Cuddles, Giggles, Toothy, Petunia, Handy, Splendid, Sniffles, Flaky, and Nutty.[[/note]], Lumpy as the host, and a slew of other features.

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!!Tropes that apply to ''The Crackpet Show'':
* AfterTheEnd: The game takes place post-apocalypse that rendered all of humanity gone and the Crackpets rise.
* AllThereInTheManual: Names for the playable characters and the host are not mentioned in-game, but can be found on some other official source, like the Steam trading cards.
* AndYourRewardIsClothes: The player can unlock skins of the playable characters by using the wheel of fortune at the lobby. The tickets to use it, however, can only be gotten from clearing episodes.
* ColorCodedForYourConvenience: Enemy bullets, no matter the shape, are red to distinguish them from the players' more varied bullets.
* ADogNamedDog: Much of the playable characters are just named after their species namesake (Crocodile, Panda, Goat, Pig) or sounding cartoony while still referencing their species (Cowie, Sharky). Only exception is Rusty the rooster.
** The host is an anthropomorphic parrot named... Parrot.
* EasterEgg: Wait on the episode selection screen for long enough and the player will be greeted by a pop-up that they are the 999,999th visitor.
* ExcusePlot: Join a DeadlyGame TV show, fighting other mutants to the death! For fame!
* FlippingTheBird: Bunny is depicted flipping the middle finger on his official artwork.
* GrossoutShow: The game uses a grotesque artstyle that would not be out of place of a 90's violent cartoon and is not afraid to display all sorts of BodyHorror for the boss designs (ex. Wormy Cat is a gigantic cat with monstrous worms on its back). The game also utilizes ToiletHumor both from the player characters (via certain perks) and certain enemies, like one critter that lobs bullets ''from its butt hole''.
* RandomNumberGod: Being a roguelite game, it is a given. Not just in stage progression (and this is not even touching Endless mode), but also unlocking skins and upgrading weapons/items/skins. To elaborate on the latter, the player is given two random things to upgrade. Once one is picked, it moves on to the next two random items and the player repeats the process until the player runs out of Upgrade Tokens.
** Then there is the Random Gun, which fires a random weapon bullet every shot.
* RandomlyDrops: If a stage rewards something, like say, a weapon, whatever the player gets is random. And since the player can only equip up to two weapons and one item, decisions for a run are vital.
* ShoutOut: The game is constantly promoted as being inspired by ''Happy Tree Friends'' -- it was even advertised on the show's subreddit. It does employ other gory cartoon tropes and parody certain aspects from the TurnOfTheMillennium (see EasterEgg above), though. For specific examples:
** Bunny is the closest in design to being inspired by ''Happy Tree Friends''. Like Cuddles, he is a male rabbit with a soft coloration (the pink coloring even closer to Toothy's light purple). His crazed, different-colored eyes seem to be a inspired from Nutty, who also has a similar eye design.
** One of Pig's skins makes him resemble [[VideoGame/FiveNightsAtFreddys2 a Toy animatronic]].
** Epix Mole gains [[Franchise/DragonBall Super Saiyan hair]] when he TurnsRed.
** The minibosses Twin Toads are named [[Creator/MaryKateAndAshleyOlsen Mary and Ashley]].
** Emo Hedgehog may be this to the ''Franchise/SonicTheHedgehog'' fandom, one of the fandoms famous for the "edgy" fan characters.
** Surprisingly, Viva Games were not aware of ''VideoGame/SmashTV'' when it was brought up by a Website/{{Reddit}} user, considering the similar premise of both games which would warrant this trope, averting it instead.
* TertiarySexualCharacteristics:
** Crocodile, one of the two playable female characters, wears a pink bow and has long eyelashes.
** The goldfish that upgrades the player's weapons/items/perks has a pink bow attached to her glass helmet.
* ToothyBird: Rusty the rooster's always-grimacing expression shows his beak full of teeth.
* TurnsRed: All bosses transform into a more aggressive state when their health goes under 50%.
* VisualPun: Rusty's wattles are drawn like ballsacks. The other name for Rusty's species is "cock."
* WorldOfFunnyAnimals: This game takes place AfterTheEnd, so no humans are seen, only the Crackpets. Note that most of the Crackpets are anthropomorphic animals in one way or another, from the typical anthropomorphic rabbit to a shark on land to weaponized earthworms, but some retain their real-life animal postures like the hermit crabs and the snails, and some others, like most bosses, are designed as monstrous.
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