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** Abyss: Restricted diffculty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get Abyss Chest, if you survive run.
to:
** Abyss: Restricted diffculty difficulty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get Abyss Chest, if you survive run.run.
* InNameOnly: The original ''Doom II'' WAD 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original WAD aside from the name.
* InNameOnly: The original ''Doom II'' WAD 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original WAD aside from the name.
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Updated somewhat after new major release
** CreepyBasement: The "Basement" stage preset.
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* TheComputerShallTauntYou: A recent patch added a "one-liner" system, where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or totem you've just picked up]].
* CreepyBasement: The other stage preset, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
* CreepyBasement: The other stage preset, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
to:
* TheComputerShallTauntYou: A recent patch added a Long ago "one-liner" system, system was added to game where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or totem you've just picked up]].
* CreepyBasement: The other stage preset, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]up]].
* CreepyBasement: The other stage preset, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
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* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch spawns enemies and has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
to:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch spawns teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack like similar to the Arch-Vile.
** Abyss: Restricted diffculty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get Abyss Chest, if you survive run.
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* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. [[GoodBadBugs However, it is possible for players other then the host]] to disconnect and reconnect, regaining full health. Players frequently abuse this to increase their chances of completing high-difficulty runs.
* SelfImposedChallenge: A recent update added a challenge system, in which the player can add a restriction or change to the gameplay in order to cause enemies to spawn Rubies, which can be used to upgrade [[RingOfPower Ring]] trinkets; the more difficult the challenge, the more rubies can spawn. These gameplay changes range from "no flashlight" to "pistol only" to "[[NintendoHard all enemies are]] [[EliteMook Rotten]]".
* SelfImposedChallenge: A recent update added a challenge system, in which the player can add a restriction or change to the gameplay in order to cause enemies to spawn Rubies, which can be used to upgrade [[RingOfPower Ring]] trinkets; the more difficult the challenge, the more rubies can spawn. These gameplay changes range from "no flashlight" to "pistol only" to "[[NintendoHard all enemies are]] [[EliteMook Rotten]]".
to:
* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. [[GoodBadBugs However, it is possible for players other then the host]] host to disconnect and reconnect, regaining full health. Players frequently abuse this to increase their chances of completing high-difficulty runs.
health - but you get that chance only once.
* SelfImposedChallenge:A recent update One of updates added a challenge system, in which the player can add a restriction or change to the gameplay in order to cause enemies to spawn Rubies, which can be used to upgrade [[RingOfPower Ring]] trinkets; the more difficult the challenge, the more rubies can spawn. These gameplay changes range from "no flashlight" to "pistol only" to "[[NintendoHard all enemies are]] [[EliteMook Rotten]]".
* SelfImposedChallenge:
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** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to ''VideoGame/FiveNightsAtFreddysSisterLocation''.
to:
** A recent Some update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to ''VideoGame/FiveNightsAtFreddysSisterLocation''.
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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. [[HoistByHisOwnPetard Try not to activate one if you are low...]]
to:
* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. (This goes up to 49 ''percent'', rather than points, at Beast Mode difficulty, negating any advantages given by health-boosting Trinkets.) [[HoistByHisOwnPetard Try not to activate one if you are low...]]
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* BoringButPractical: The pistol. With a ten-round magazine and a low amount of base damage, early on it's mostly only useful for killing Servants and Nurses to save shotgun shells for bigger enemies. But it reloads quickly and is one of only three weapons that enemies drop ammunition for, and with a properly upgraded Trinket and some luck with crit-based Weapon Mods, it can drop even a Clown with a single magazine- allowing the player to save the nailgun and railgun for more intense encounters.
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I want to cut the Main redirect.
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* ShoutOut: Two to the creator's previous games, Super Panda Adventures and GunGirl2, in the form of equippable figurine trinkets. There's also a figure of the [[{{Doom}} Doomguy]], and you can find his armor as a totem.
** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to FiveNightsAtFreddysSisterLocation.
** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to FiveNightsAtFreddysSisterLocation.
to:
* ShoutOut: Two to the creator's previous games, Super Panda Adventures and GunGirl2, ''VideoGame/GunGirl2'', in the form of equippable figurine trinkets. There's also a figure of the [[{{Doom}} [[VideoGame/{{Doom}} Doomguy]], and you can find his armor as a totem.
** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut toFiveNightsAtFreddysSisterLocation.''VideoGame/FiveNightsAtFreddysSisterLocation''.
** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to
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Added DiffLines:
* SelfImposedChallenge: A recent update added a challenge system, in which the player can add a restriction or change to the gameplay in order to cause enemies to spawn Rubies, which can be used to upgrade [[RingOfPower Ring]] trinkets; the more difficult the challenge, the more rubies can spawn. These gameplay changes range from "no flashlight" to "pistol only" to "[[NintendoHard all enemies are]] [[EliteMook Rotten]]".
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/unloved_header.jpg]]
[[caption-width-right:350: [[EverythingTryingToKillYou Nothing wants you here.]]]]
[[caption-width-right:350: [[EverythingTryingToKillYou Nothing wants you here.]]]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/unloved_header.jpg]]
[[caption-width-right:350: [[EverythingTryingToKillYou Nothing wants you here.]]]]
[[caption-width-right:350: [[EverythingTryingToKillYou Nothing wants you here.]]]]
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Witch is arch-vile expy. That you have to look in her eyes to get blasted is some made up nonsense.
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* DeadlyGaze: Looking into a Witch's eyes for too long [[InterfaceScrew casts your screen in a black-and-white filter]] and takes a chunk out of your health- [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
to:
* DeadlyGaze: Looking into a Being looked at by Witch's eyes for too long [[InterfaceScrew casts your screen in a black-and-white filter]] and after few seconds takes a large chunk out of your health- health - [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
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* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on an "aggro" stack that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
to:
* GuideDangIt: The Prior to the "one-liner" update mentioned above, the game's most important mechanic, which is mechanic was never explained in any way within the game itself, is the itself: "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on an "aggro" stack that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, Until they realize the correlation between the messages and heat, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
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** Sliver of Mercy: Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth double.
** No Hope: Normal, for levels 5-15. Supplies are still worth double but enemies are tougher.
** No Hope: Normal, for levels 5-15. Supplies are still worth double but enemies are tougher.
to:
** Sliver of Mercy: Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth double.
50% more.
** No Hope: Normal, for levels 5-15. Supplies arestill worth double 25% more but enemies are tougher.
** No Hope: Normal, for levels 5-15. Supplies are
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** Beast Mode: Harder still, for levels 50-100. A single Demon Chest will spawn.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chests will spawn.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chests will spawn.
to:
** Beast Mode: Harder still, for levels 50-100. A single Demon Chest will may spawn.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chestswill may spawn.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chests
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* PaletteSwap: There are ''two hundred'' different two-tone color schemes for The Fool. You obtain them by trading in ink bottles found in the maps.
* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs.
* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs.
to:
* PaletteSwap: There are over ''two hundred'' different two-tone color schemes for The Fool. You obtain them by trading in ink bottles found in the maps.
* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. [[GoodBadBugs However, it is possible for players other then the host]] to disconnect and reconnect, regaining full health. Players frequently abuse this to increase their chances of completing high-difficulty runs.
* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. [[GoodBadBugs However, it is possible for players other then the host]] to disconnect and reconnect, regaining full health. Players frequently abuse this to increase their chances of completing high-difficulty runs.
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None
Changed line(s) 31 (click to see context) from:
* TheComputerShallTauntYou: A recent patch added a "one-liner" system, where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or trinket you've just picked up]].
to:
* TheComputerShallTauntYou: A recent patch added a "one-liner" system, where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or trinket totem you've just picked up]].
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* TheComputerShallTauntYou: A recent patch added a "one-liner" system, where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or trinket you've just picked up]].
Added DiffLines:
** A recent update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to FiveNightsAtFreddysSisterLocation.
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None
Added DiffLines:
** Some monsters can utilize [[FlashStep "demon speed"]], which can necessitate [[BringMyBrownPants a change of clothing]] when a monster literally zooms up to your face from across a room.
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* OneHitPolykill: A specialty of the railgun (penetrates all enemies in a line) and nailgun (penetrates two or three enemies). The shotgun can also manage this, with careful aim and sufficiently-weak (or weakened) enemies.
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* ShortRangeShotgun: Played with. Stock, the shotgun can still deliver decent damage across a long hallway; spread-decreasing weapon mods can tighten the cone to the point of almost firing a slug, while spread-increasing mods can turn it into a blunderbuss.
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Changed line(s) 41 (click to see context) from:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
to:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch spawns enemies and has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
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** On KillEmAll difficulty and above, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
to:
** On KillEmAll difficulty and above, large, grey, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
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* BossInMooksClothing: The Clown, Faceless, Doctor, and Witch have more health than normal and are generally rarer and more dangerous than other enemy types (with the latter 3 being able to survive several shotgun blasts, while most enemies die after only one). Their toughness and rarity is roughly in that order, with the Witch being by far the rarest and most dangerous monster in the game. The four are Expies of the Revenant, Mancubus, Hell Knight, and Arch-Vile from ''Doom''.
Changed line(s) 40 (click to see context) from:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
to:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
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* FakeUltimateMook: Bloody or Drowned variants of enemies are usually tougher and more dangerous than the regular version. The Drowned Faceless is an exception, as it lacks a ranged attack and instead is limited to melee hits, while still having average/below average speed as well as being unable to FlashStep, just like the regular Faceless.
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Changed line(s) 34 (click to see context) from:
* EliteMook: On KillEmAll difficulty and above, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
to:
* EliteMook: EliteMook:
** Most enemy types have a tougher variant with more health and more dangerous attacks, usually distinguished by being covered in blood or being black or drowned grey in color.
** On KillEmAll difficulty and above, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
** Most enemy types have a tougher variant with more health and more dangerous attacks, usually distinguished by being covered in blood or being black or drowned grey in color.
** On KillEmAll difficulty and above, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
Added DiffLines:
* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch has an undodgeable, armor-piercing, line-of-sight attack like the Arch-Vile.
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Changed line(s) 31,32 (click to see context) from:
* DeadlyDoctor: The Drowned Surgeon and his tougher cousin, the Lobotomized Doctor, who have amalgams of knives and scalpels in place of hands. Oh, and they throw green fireballs, too.
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
to:
* DeadlyDoctor: The Drowned Surgeon and [[UndergroundMonkey his tougher cousin, cousin,]] the Lobotomized Doctor, who have [[BodyHorror amalgams of knives and scalpels in place of hands. hands.]] Oh, and they throw green fireballs, too.
*DeathGlare: The Witches have a literal form of this- looking DeadlyGaze: Looking into their a Witch's eyes for too long [[InterfaceScrew casts your screen in a black-and-white filter filter]] and takes a chunk out of your health- [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
*
Changed line(s) 34 (click to see context) from:
* EliteMook: On KillEmAll difficulty and above, much tougher versions of enemies known as "The Rotten" may occasionally spawn, with much deadlier attacks.
to:
* EliteMook: On KillEmAll difficulty and above, much tougher more dangerous versions of enemies known as "The Rotten" may occasionally spawn, with much deadlier attacks.some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]
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* EldritchLocation: The elevator that begins and ends each level only goes one way: down. Now consider that the town area, with its open grey skies, can be ''under'' the other areas.
Changed line(s) 54 (click to see context) from:
* PermaDeath: There are no respawns mid-stage- if you die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs.
to:
* PermaDeath: There are no respawns mid-stage- if you all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs.
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Deleted line(s) 58 (click to see context) :
* UncannyValley: Aside from the BodyHorror, the monsters' textures and animations are of seemingly lower quality they could be- which only makes them more unsettling.
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Changed line(s) 32 (click to see context) from:
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAtack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
to:
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAtack [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
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Changed line(s) 42 (click to see context) from:
* IdiosyncraticDifficultyNaming:
to:
* IdiosyncraticDifficultyNaming:IdiosyncraticDifficultyLevels:
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** KillEmAll: Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still and the Rotten may spawn.
to:
** KillEmAll: Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still and the still. The Rotten may spawn.appear on this difficulty and above.
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** Unearthly: HarderThenHard, for levels over 100. Two Demon Chests will spawn.
* InterchangableAntimatterKeys: Any Silver Keys you find can be used to open any Totem boxes, or the Demon Chests. The Totem boxes reward you with a Totem item, which provides a buff for the remainder of that map, while the Demon Chests are carried with you and if you finish the map successfully, are added to your trinket inventory and can be opened at a Karma cost in exchange for a random rank 3 trinket.
* InterchangableAntimatterKeys: Any Silver Keys you find can be used to open any Totem boxes, or the Demon Chests. The Totem boxes reward you with a Totem item, which provides a buff for the remainder of that map, while the Demon Chests are carried with you and if you finish the map successfully, are added to your trinket inventory and can be opened at a Karma cost in exchange for a random rank 3 trinket.
to:
** Unearthly: HarderThenHard, HarderThanHard, for levels over 100. Two Demon Chests will spawn.
*InterchangableAntimatterKeys: InterchangeableAntimatterKeys: Any Silver Keys you find can be used to open any Totem boxes, or the Demon Chests. The Totem boxes reward you with a Totem item, which provides a buff for the remainder of that map, while the Demon Chests are carried with you and if you finish the map successfully, are added to your trinket inventory and can be opened at a Karma cost in exchange for a random rank 3 trinket.
*
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Changed line(s) 10,11 (click to see context) from:
[[caption-width-right:350: You are not wanted here.]]
to:
[[caption-width-right:350: You are not wanted [[EverythingTryingToKillYou Nothing wants you here.]]
]]]]
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** GhostTown The "Town" stage preset.
to:
** GhostTown GhostTown: The "Town" stage preset.
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* BackStory: Not given in gameplay, but can be revealed bit by bit in exchange for photographs found in the maps. It's disjointed at first, with seperate entries containing a dream log, the fevered scrawlings of an asylum patient, a criminal investigator's journal, and so on.
to:
* BackStory: Not given in gameplay, but can be revealed bit by bit in exchange for photographs found in the maps. It's disjointed at first, with seperate separate entries containing a dream log, the fevered scrawlings scrawling of an asylum patient, a criminal investigator's journal, and so on.
* DeadlyDoctor: The Drowned Surgeon and his tougher cousin, the Lobotomized Doctor, who have amalgams of knives and scalpels in place of hands. Oh, and they throw green fireballs, too.
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAtack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
* EliteMook: On KillEmAll difficulty and above, much tougher versions of enemies known as "The Rotten" may occasionally spawn, with much deadlier attacks.
* DeathGlare: The Witches have a literal form of this- looking into their eyes for too long casts your screen in a black-and-white filter and takes a chunk out of your health- [[ArmorPiercingAtack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
* EliteMook: On KillEmAll difficulty and above, much tougher versions of enemies known as "The Rotten" may occasionally spawn, with much deadlier attacks.
* EyesDoNotBelongThere: The ironically-named Faceless, who have quite a few faces, and many eyes, all over their upper bodies. [[BodyHorror And they are all ugly.]]
* GhostlyGape: The Witches.
* HitScan: Most of your weapons do this, but only one enemy is capable of such, and thankfully their attacks are weak: the Salem Servants.
* IdiosyncraticDifficultyNaming:
** Sliver of Mercy: Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth double.
** No Hope: Normal, for levels 5-15. Supplies are still worth double but enemies are tougher.
** KillEmAll: Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still and the Rotten may spawn.
** Time to Die: Harder, for levels 30-50.
** Beast Mode: Harder still, for levels 50-100. A single Demon Chest will spawn.
** Unearthly: HarderThenHard, for levels over 100. Two Demon Chests will spawn.
* InterchangableAntimatterKeys: Any Silver Keys you find can be used to open any Totem boxes, or the Demon Chests. The Totem boxes reward you with a Totem item, which provides a buff for the remainder of that map, while the Demon Chests are carried with you and if you finish the map successfully, are added to your trinket inventory and can be opened at a Karma cost in exchange for a random rank 3 trinket.
* IdiosyncraticDifficultyNaming:
** Sliver of Mercy: Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth double.
** No Hope: Normal, for levels 5-15. Supplies are still worth double but enemies are tougher.
** KillEmAll: Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still and the Rotten may spawn.
** Time to Die: Harder, for levels 30-50.
** Beast Mode: Harder still, for levels 50-100. A single Demon Chest will spawn.
** Unearthly: HarderThenHard, for levels over 100. Two Demon Chests will spawn.
* InterchangableAntimatterKeys: Any Silver Keys you find can be used to open any Totem boxes, or the Demon Chests. The Totem boxes reward you with a Totem item, which provides a buff for the remainder of that map, while the Demon Chests are carried with you and if you finish the map successfully, are added to your trinket inventory and can be opened at a Karma cost in exchange for a random rank 3 trinket.
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* ShoutOut: Two to the creator's previous games, Super Panda Adventures and GunGirl2, in the form of equippable figurines. There's also a figure of the [[{{Doom}} Doomguy]], and you can find his armor as a totem.
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* ShoutOut: Two to the creator's previous games, Super Panda Adventures and GunGirl2, in the form of equippable figurines.figurine trinkets. There's also a figure of the [[{{Doom}} Doomguy]], and you can find his armor as a totem.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/unloved_header.jpg]]
[[caption-width-right:350: You are not wanted here.]]
[[caption-width-right:350: You are not wanted here.]]
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UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a Doom II mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016.
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UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a Doom II mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. \n It features drop-in/out CoopMultiplayer for up to four people.
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* AbandonedArea: For certain.
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* AbandonedArea: For certain. Aside from the "Apartments" stage preset, there's also:
** GhostTown The "Town" stage preset.
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* CreepyBasement: One of the stage presets, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. [[HoistByHisOwnPetard Try not to activate one if you are low...]]
* CharacterCustomization: You can set your colors, as well as equip an array of trinkets to increase various stats.
* CreepyBasement:One of the The other stage presets, preset, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
* CharacterCustomization: You can set your colors, as well as equip an array of trinkets to increase various stats.
* CreepyBasement:
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* FlashStep: Enemies do this. You don't.
* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on a "stack" that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on a "stack" that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
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* FlashStep: Enemies do this.this, appearing in front of you in a puff of black smoke. You don't.
* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based ona "stack" an "aggro" stack that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on
* PaletteSwap: There are ''two hundred'' different two-tone color schemes for The Fool. You obtain them by trading in ink bottles found in the maps.
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* SpookyPainting: All over the place, but they don't do anything besides look menacing.
** SpookyPhotographs: On the other hand, the photographs are a form of currency that can be exchanged for bits of the BackStory.
** SpookyPhotographs: On the other hand, the photographs are a form of currency that can be exchanged for bits of the BackStory.
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* ShoutOut: Two to the creator's previous games, Super Panda Adventures and GunGirl2, in the form of equippable figurines. There's also a figure of the [[{{Doom}} Doomguy]], and you can find his armor as a totem.
* SpookyPainting: All over the place, but they don't do anything besides lookmenacing.
menacing.
** SpookyPhotographs:On Several of them seem to depict part of the other hand, face of a particular woman. There's also the photographs are a form of currency ones you pick up, that can be exchanged for bits of the BackStory.
BackStory.
* UncannyValley: Aside from the BodyHorror, the monsters' textures and animations are of seemingly lower quality they could be- which only makes them more unsettling.
* SpookyPainting: All over the place, but they don't do anything besides look
** SpookyPhotographs:
* UncannyValley: Aside from the BodyHorror, the monsters' textures and animations are of seemingly lower quality they could be- which only makes them more unsettling.
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UNLOVED (based on a mod for DOOM II from 2009) is a FirstPersonShooter slash SurvivalHorror game put on Steam's Early Access program in 2015 and final released as a full game towards the end of 2016. The player explores a procedurally generated maze full of randomly spawning monsters, unlocking new zones and rationing the limited supplies of ammunition, healing, and armour.
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UNLOVED (based on a mod for DOOM II from 2009) is a FirstPersonShooter slash SurvivalHorror slash RogueLike game put by developer Paul Schneider, based on a Doom II mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015 and final released as a full game towards the end of 2016. 2015, before releasing officially on September 29th, 2016.
The playerexplores takes the role of a man known only as "The Fool", who has found himself lost in a nightmarish [[ProceduralGeneration procedurally generated generated]] maze of rusted and rotting rooms, full of randomly spawning monsters, unlocking searching for keys to unlock new zones rooms and rationing the limited supplies of ammunition, healing, and armour.armour.
A "run" in UNLOVED comprises a single level. You must find three crests, Blood, Moon and Sun, with the Sun Crest opening the way to a room or rooms containing "Blood Machines" that must be activated to open the exit elevator, at the cost of the player's own health. Whether you succeed or die, [[PermaDeath any weapons and upgrades you found in the level are lost]]- but you keep certain other items, as well as "karma", the game's currency.
The player
A "run" in UNLOVED comprises a single level. You must find three crests, Blood, Moon and Sun, with the Sun Crest opening the way to a room or rooms containing "Blood Machines" that must be activated to open the exit elevator, at the cost of the player's own health. Whether you succeed or die, [[PermaDeath any weapons and upgrades you found in the level are lost]]- but you keep certain other items, as well as "karma", the game's currency.
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* TheBlank: One of the enemy types, with some nasty looking claw fingers for good measure.
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* TheBlank: One of the enemy types, The Cutter Demons, with some nasty looking claw fingers for good measure.
* BackStory: Not given in gameplay, but can be revealed bit by bit in exchange for photographs found in the maps. It's disjointed at first, with seperate entries containing a dream log, the fevered scrawlings of an asylum patient, a criminal investigator's journal, and so on.
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* EmergencyWeapon: Your kukuri does less damage than a bullet, but you've always got it.
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* EmergencyWeapon: Your kukuri does less damage than a bullet, but you've always got it. It can however, be buffed by certain trinkets and totems...
* ExperiencePoint: Called simply "Q". However, these serve no in-game function, only rewarding new player titles as you accrue them.
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* {{Roguelike}}: The maps are procedurally generated. You have a limited array of items as you begin, but collect more per run. There are no respawns mid-stage. The RPG elements prevalent in the genre are mostly missing, but weapon upgrades are still important.
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* {{Roguelike}}: The maps are procedurally generated. You have a limited array of generated, with key items as you begin, and supplies placed at random, though with certain restrictions. You begin with only one gun (or none at all, based on your trinket setup), but can collect more per run. There are no respawns mid-stage. run. The RPG elements RPGElements prevalent in the genre take the form of "trinkets" you can receive after a run, which can be equipped for subsequent runs, increasing your CharacterLevel. There are mostly missing, but also weapon upgrades and "totems" found in each map that last for the remainder of that run.
* PermaDeath: There arestill important.no respawns mid-stage- if you die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs.
* PermaDeath: There are
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** SpookyPhotographs
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** SpookyPhotographs
SpookyPhotographs: On the other hand, the photographs are a form of currency that can be exchanged for bits of the BackStory.
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* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on a "stack" that builds up as you pick up items and open doors. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
to:
* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on a "stack" that builds up as you pick up items and open doors.doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
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UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter slash SurvivalHorror game currently in Steam's Early Access program. The player explores a procedurally generated maze full of randomly spawning monsters, unlocking new zones and rationing the limited supplies of ammunition, healing, and armour.
to:
UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter slash SurvivalHorror game currently in put on Steam's Early Access program.program in 2015 and final released as a full game towards the end of 2016. The player explores a procedurally generated maze full of randomly spawning monsters, unlocking new zones and rationing the limited supplies of ammunition, healing, and armour.
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* GuideDangIt: The game's most important mechanic, which is never explained in any way within the game itself, is the "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on a "stack" that builds up as you pick up items and open doors. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Since there's no way to know this going in, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
Is there an issue? Send a MessageReason:
None
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UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter currently in Steam's Early Access program.
to:
UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter slash SurvivalHorror game currently in Steam's Early Access program.program. The player explores a procedurally generated maze full of randomly spawning monsters, unlocking new zones and rationing the limited supplies of ammunition, healing, and armour.
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** SpookyPhotograph
to:
** SpookyPhotograph
SpookyPhotographs
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* AbandonedArea: For certain.
** AbandonedHospital: The "Clinic" stage preset.
* TheBlank: One of the enemy types, with some nasty looking claw fingers for good measure.
** EyelessFace
* BodyHorror: Neck mouths, horns, grotesque tumors. Lots of messed up, vaguely humanoid monsters.
* CreepyBasement: One of the stage presets, [[ExactlyWhatItSaysOnTheTin titled "Basement"]]
* EmergencyWeapon: Your kukuri does less damage than a bullet, but you've always got it.
** QuickMelee
* FlashStep: Enemies do this. You don't.
* JumpScare: Zig-Zagged. No scripted scares are in the game, but the mazelike levels makes it easy to fail to notice an enemy [[NightmareFace until it's on top of you]].
* MonsterClown: [[CaptainObvious The "Clown" enemies]]. And they're tough.
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* SpookyPainting: All over the place, but they don't do anything besides look menacing.
** SpookyPhotograph
** SpookyPhotograph
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Created a page for the game! Will write some more next edit, just getting the page up before edit lock expires.
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->''Dreams.''
->''I was always wrong about dreams.''
->''I thought they were part of my brain.''
->''Thoughts provoked by memories.''
->''I was so wrong.''
->''Dreams are not created in your brain.''
->''You are just a visitor of these unearthly places.''
UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter currently in Steam's Early Access program.
----
!!This game provides examples of:
* {{Roguelike}}: The maps are procedurally generated. You have a limited array of items as you begin, but collect more per run. There are no respawns mid-stage. The RPG elements prevalent in the genre are mostly missing, but weapon upgrades are still important.
----
->''I was always wrong about dreams.''
->''I thought they were part of my brain.''
->''Thoughts provoked by memories.''
->''I was so wrong.''
->''Dreams are not created in your brain.''
->''You are just a visitor of these unearthly places.''
UNLOVED (based on a mod for DOOM II from 2009) is a 2015 FirstPersonShooter currently in Steam's Early Access program.
----
!!This game provides examples of:
* {{Roguelike}}: The maps are procedurally generated. You have a limited array of items as you begin, but collect more per run. There are no respawns mid-stage. The RPG elements prevalent in the genre are mostly missing, but weapon upgrades are still important.
----