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* SuspiciouslySimilarSong: The music for Haven Village has frequently been compared to Zelda's Lullaby from ''Franchise/TheLegendOfZelda''.
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* AntiClimaxBoss: By the time you reach [[spoiler:Crocus]] you'll probably be accustomed to the BulletHell style of the game's bosses and also well-stocked on health potions. He doesn't even require a specific weapon to damage him, so your trusty Boomerang can make it an easy fight.
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** The World Map is only useful for indicating the general area of your next objective, and your position relative to it. The map itself is so low-resolution and lacking in detail (even zoomed in!) that it's mostly useless for planning an actual path, or pinpointing the exact location of, well, almost anything.

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** The World Map is only useful for indicating the general area of your next objective, and your position relative to it. The map itself is so low-resolution and lacking in detail (even zoomed in!) that it's mostly useless for planning an actual path, or pinpointing the exact location of, well, almost anything.anything.

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** Unlike most games with RPG elements, [=NPCs=] in ''The Sleeping King'' don't have unique dialogue bound to them unless they're important to the story or want you to run an errand for them. Inconsequential [=NPCs=], on the other hand, spout quotes randomly selected from a text bank assigned to that town. This can be irritating if you talk to everybody: multiple [=NPCs=] might say the exact same thing, or the player can simply cycle through all the possible dialogue by speaking to the same [=NPC=] repeatedly. Yet this tends to be little more than irritating, as the townsfolk that this applies to generally don't have anything particularly important or helpful to say.

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** Unlike most games with RPG elements, [=NPCs=] in ''The Sleeping King'' don't have unique dialogue bound to them unless they're important to the story or want you to run an errand for them. Inconsequential [=NPCs=], on the other hand, spout quotes randomly selected from a text bank assigned to that town. This can be irritating if you talk to everybody: multiple [=NPCs=] might say the exact same thing, or the player can simply cycle through all the possible dialogue by speaking to the same [=NPC=] repeatedly. Yet this tends to be little more than irritating, as the townsfolk that this applies to generally don't have anything particularly important or helpful to say.say.
** The World Map is only useful for indicating the general area of your next objective, and your position relative to it. The map itself is so low-resolution and lacking in detail (even zoomed in!) that it's mostly useless for planning an actual path, or pinpointing the exact location of, well, almost anything.
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* InfinityPlusOneSword: A low-key example: the Boomerang is by far the most powerful weapon in the game. It does two to three ''times'' the damage of your fully-upgraded sword, has impressive range, passes through enemies and obstacles, ignores height and depth, and can hit enemies a second time on the return trip. Its only disadvantages are that it's relatively slow, and it uses the Special Meter so it can't be spammed indiscriminately, making the sword necessary when swarmed by low-level enemies.
** For that matter, the game's balance heavily favors ranged weapons. The bow is also much stronger than your sword, but it's still much less versatile than the boomerang for combat purposes.
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* DemonicSpiders: The purple spiders in the final dungeon aren’t necessarily any more difficult to kill than any other enemy, but they’re the only enemy that you can’t walk through during your MercyInvincibility, which makes them surprisingly dangerous if they can pin you down while other enemies swarm.

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* DemonicSpiders: The purple spiders in the final dungeon aren’t necessarily any more difficult to kill than any other enemy, but they’re the only enemy that you can’t walk through during your MercyInvincibility, which makes them surprisingly dangerous if they can pin you down while other enemies swarm.
swarm.

* InfinityPlusOneSword: A low-key example: the Boomerang is by far the most powerful weapon in the game. It does two to three ''times'' the damage of your fully-upgraded sword, has impressive range, passes through enemies and obstacles, ignores height and depth, and can hit enemies a second time on the return trip. Its only disadvantages are that it's relatively slow, and it uses the Special Meter so it can't be spammed indiscriminately, making the sword necessary when swarmed by low-level enemies.
** For that matter, the game's balance heavily favors ranged weapons. The bow is also much stronger than your sword, but it's still much less versatile than the boomerang for combat purposes.



** Besides those relevant to the story or a sidequest, unique dialogue is not bound to individual [=NPCs=]. If you talk to a random [=NPC=], you'll get a random quote from a bank assigned to that particular town. This leads to scenarios where multiple [=NPCs=] might say the exact same thing in a row, or the player can simply cycle through all the possible dialogue by repeatedly speaking to the same [=NPC=]. Since very few quotes coming from ordinary townsfolk have anything important or even interesting to say, it's more annoying than game-breaking.

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** Besides those relevant Unlike most games with RPG elements, [=NPCs=] in ''The Sleeping King'' don't have unique dialogue bound to them unless they're important to the story or a sidequest, unique dialogue is not bound to individual [=NPCs=]. If want you talk to a random [=NPC=], you'll get a random quote run an errand for them. Inconsequential [=NPCs=], on the other hand, spout quotes randomly selected from a text bank assigned to that particular town. This leads can be irritating if you talk to scenarios where everybody: multiple [=NPCs=] might say the exact same thing in a row, thing, or the player can simply cycle through all the possible dialogue by repeatedly speaking to the same [=NPC=]. Since very few quotes coming from ordinary [=NPC=] repeatedly. Yet this tends to be little more than irritating, as the townsfolk that this applies to generally don't have anything particularly important or even interesting helpful to say, it's more annoying than game-breaking.say.
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* GoddamnedBats: Several enemies, particularly zombies and living fireballs, fulfill this role perfectly. Despite their utterly ridiculous numbers, they die in one hit from any weapon, and they only pose a real threat if they can continuously knock you into a pit, lava, or other environmental hazard.

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* GoddamnedBats: Several enemies, particularly zombies and living fireballs, fulfill this role perfectly. Despite their utterly ridiculous numbers, they die in one hit from any weapon, and they only pose a real threat if they can continuously knock you into a pit, lava, or other environmental hazard.hazard.

* ScrappyMechanic:
** Besides those relevant to the story or a sidequest, unique dialogue is not bound to individual [=NPCs=]. If you talk to a random [=NPC=], you'll get a random quote from a bank assigned to that particular town. This leads to scenarios where multiple [=NPCs=] might say the exact same thing in a row, or the player can simply cycle through all the possible dialogue by repeatedly speaking to the same [=NPC=]. Since very few quotes coming from ordinary townsfolk have anything important or even interesting to say, it's more annoying than game-breaking.
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None

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* DemonicSpiders: The purple spiders in the final dungeon aren’t necessarily any more difficult to kill than any other enemy, but they’re the only enemy that you can’t walk through during your MercyInvincibility, which makes them surprisingly dangerous if they can pin you down while other enemies swarm.

* GoddamnedBats: Several enemies, particularly zombies and living fireballs, fulfill this role perfectly. Despite their utterly ridiculous numbers, they die in one hit from any weapon, and they only pose a real threat if they can continuously knock you into a pit, lava, or other environmental hazard.

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