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* DreamLand: It isn't especially clear ''what'' the Curses you enter are, thanks to the Scythe's Curse letting you enter previous Curses. They may be the Dream Lands of the formerly-cursed items, who are possibly intelligent to some extent (though to a lesser extent than the Old Ham Mill). They may be merely alternate dimensions the Cursed items have access to, since the Compass doesn't appear again in its own setting and the Cursed Scythe is being wielded by the Scarecrow; however, the Book ''does'' seem to be in its own setting. Lastly, the characters in the other Curse settings try to help you counter the Cursed Scythe; perhaps they all fear its reality-cleaving (or Dreamland-cleaving) powers.
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* DreamLand: It isn't especially clear ''what'' the Curses you enter are, thanks to the Scythe's Curse letting you enter previous Curses. They may be the Dream Lands of the formerly-cursed items, who are possibly intelligent to some extent (though to a lesser extent than the Old Ham Mill). They may be merely alternate dimensions the Cursed items have access to, since the Compass doesn't appear again in its own setting and the Cursed Scythe is being wielded by the Scarecrow; however, the Book ''does'' seem to be in its own setting. Lastly, the characters in the other Curse settings try to help you counter the Cursed Scythe; perhaps they all fear its reality-cleaving (or Dreamland-cleaving) powers.
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** Catching the Midnight Man. The puzzle itself isn't that bad, except for the fact that it requires you to [[spoiler:push ''back'' a rock you had already moved aside earlier in a Muscle check to access a seemingly optional room]]. This means you have to remember a minor thing you did that you'd have no reason to believe you can interact with again, and the puzzle never gives you any nudges toward it.

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* ThatOnePuzzle: The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to [[ItMakesSenseInContext collect parts to build a lawnmower while being hunted by an interdimensional scarecrow]] across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.

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* ThatOnePuzzle: ThatOnePuzzle:
**
The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to [[ItMakesSenseInContext collect parts to build a lawnmower while being hunted by an interdimensional scarecrow]] across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.again.
** The Mobius ring puzzle. You need to interact with 10 objects in a certain sequence ([[ItMakesSenseInContext more if you talked to yourself]]). The game flat out tells you trial-and-error will be involved, and [[LampshadeHanging remember to bring a pen and notepad]].
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** The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck-based means.

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** The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY 40 damage (enough to two- or three shot late-game enemies) to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck-based means.

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** The "Call For Backup" skill lets your familiar act three times. Paired with the Mosquito familiar, this translates to "Deal damage and heal the player three times, or- with more action points, perhaps ''six, nine, twelve, etc. times''".
*** Or better yet, when paired with the beautiful goldfish it causes the entire party's stats to be boosted three times or more with enough action points and if the goldfish has been sufficiently leveled it can result in some insane combos; as demonstrated [[https://www.youtube.com/watch?v=Tx1iI2BZKQw here when Molly wipes out the final boss of the game with approximately 2628 bullets in one turn]].

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** The "Call For Backup" Jazz Agent skill lets your familiar act three times. Paired with times for the Mosquito familiar, this translates to "Deal damage price of one Action Point, and heal the player three times, or- with more action points, perhaps ''six, nine, twelve, etc. times''".
*** Or better yet, when
it's not a turn-ending skill. A good familiar paired with whatever boosts you can get for them and enough surplus [=APs=] can snap the combat in half. The mosquito can inflict a DeathOfAThousandCuts on your enemies and heal you for whatever damage you might've taken, and the beautiful goldfish it causes the entire party's can boost your party stats to be boosted three times or more with enough action points and if the goldfish has been sufficiently leveled it can result in some insane combos; ridiculous levels, as demonstrated [[https://www.youtube.com/watch?v=Tx1iI2BZKQw here here, when Molly wipes out the final boss of the game game]] with approximately [[MoreDakka 2628 bullets in one turn]].
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*** Or better yet, when paired with the beautiful goldfish it causes the entire party's stats to be boosted three times or more with enough action points and if the goldfish has been sufficiently leveled it can result in some insane combos; as demonstrated [[https://www.youtube.com/watch?v=Tx1iI2BZKQw here when Molly wipes out the final boss of the game with approximately 2628 bullets in one turn]].
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** The "Call For Backup" skill lets your familiar act three times. Paired with the Mosquito familiar, this translates to "Deal damage and heal the player three times, or, with more action points, perhaps ''six, nine, twelve, etc. times''".

to:

** The "Call For Backup" skill lets your familiar act three times. Paired with the Mosquito familiar, this translates to "Deal damage and heal the player three times, or, or- with more action points, perhaps ''six, nine, twelve, etc. times''".

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* GameBreaker: The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck-based means.

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* GameBreaker: GameBreaker:
**
The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck-based means.means.
** The "Call For Backup" skill lets your familiar act three times. Paired with the Mosquito familiar, this translates to "Deal damage and heal the player three times, or, with more action points, perhaps ''six, nine, twelve, etc. times''".

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* GameBreaker: The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck based means.

to:

* GameBreaker: The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck based luck-based means.



* SugarWiki/HeartwarmingMoments: Every single companion you've recruited comes to back you up against the final boss. All of them, to a man/woman, stood alongside you and fought an EldritchAbomination beyond comprehension.



* SugarWiki/HeartwarmingMoments: Every single companion you've recruited comes to back you up against the final boss. All of them, to a man/woman, stood alongside you and fought an EldritchAbomination beyond comprehension.
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Added DiffLines:

* GameBreaker: The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing FOURTY damage to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck based means.

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* GoddamnedBats: The shadow creatures, for two reasons: you can encounter them in every area, and they can't take more than 5 Physical damage in one go. While there's enough elemental-damage-dealing weapons, spells and items lying around to not make them [[DemonicSpiders a true threat]], at the end of the day you'll end up adjusting your loadout just on the off-chance that you stumble upon them.

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* DisappointingLastLevel: Government Valley, the final area you unlock. A large chunk of locations are either blocked off from your class (since they're the base of a specific nemesis, one for each class), or exist only to store [[spoiler:the umbratanium pylons you need to destroy]]. There's little to no sidequests and the whole area feels like padding before the final boss fight.
* GoddamnedBats: The shadow creatures, for two reasons: you can encounter them in every area, and they can't take more than 5 Physical damage in one go. While there's enough elemental-damage-dealing weapons, spells and items lying around to not make them [[DemonicSpiders a true threat]], at the end of the day you'll end up adjusting your loadout just on the off-chance that you stumble upon them.a relatively rare encounter.
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* ThatOnePuzzle: The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to [[ItMakesSenseInContex collect parts to build a lawnmower while being hunted by an interdimensional scarecrow]] across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.

to:

* ThatOnePuzzle: The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to [[ItMakesSenseInContex [[ItMakesSenseInContext collect parts to build a lawnmower while being hunted by an interdimensional scarecrow]] across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.
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None

Added DiffLines:

* ThatOnePuzzle: The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to [[ItMakesSenseInContex collect parts to build a lawnmower while being hunted by an interdimensional scarecrow]] across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.
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* AluminumChristmasTrees: There really is a [[https://en.wikipedia.org/wiki/Polycarp Saint Polycarp]]. He's not the patron saint of bodybuilders, but there ''is'' [[https://en.wikipedia.org/wiki/Hyacinth_of_Poland a different saint for these matters]].

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* SugarWiki/HeartwarmingMoments: Handfuls of Holy Water only deal damage to Evil enemies. You don't meet anyone evil enough to count, just A) people down on their luck, B) hurt/mutated wildlife, or C) [[BlueAndOrangeMorality incomprehensible aliens.]]
* GoddamnedBats: The shadow creatures. While they come in a wide variety of enemy types ranging from floating spheres to small devils to evil cows, one common trait shared amongst them is that they can't take more than five physical damage at a time. This may not sound so bad on paper since it can be circumvented by using attacks that deal other damage types such as cold or sleaze, but considering the majority of special attacks and weapons deal physical damage that effect becomes an absolute nightmare to deal with especially in the late game where the shadow creatures can cripple your offensive capabilities even with the right equipment. To make matters worse, they can pop up in random encounters across every single area and chapter which means you'll have to deal with them almost CONSTANTLY.

to:

* AntiClimaxBoss: The final boss fight can be easily skipped by doing both vignettes for the companion you brought with yourself [[spoiler:or getting the whole story from Dean Wormwood and messing with the portal]], and even if you opt to fight them, at that point you should have enough base attacks and leftover items to win without problems.
* GoddamnedBats: The shadow creatures, for two reasons: you can encounter them in every area, and they can't take more than 5 Physical damage in one go. While there's enough elemental-damage-dealing weapons, spells and items lying around to not make them [[DemonicSpiders a true threat]], at the end of the day you'll end up adjusting your loadout just on the off-chance that you stumble upon them.
* SugarWiki/HeartwarmingMoments: Handfuls of Holy Water only deal damage to Evil enemies. You don't meet anyone evil enough to count, just A) people down on their luck, B) hurt/mutated wildlife, or C) [[BlueAndOrangeMorality incomprehensible aliens.]]
* GoddamnedBats: The shadow creatures. While they come in a wide variety of enemy types ranging from floating spheres to small devils to evil cows, one common trait shared amongst them is that they can't take more than five physical damage at a time. This may not sound so bad on paper since it can be circumvented by using attacks that deal other damage types such as cold or sleaze, but considering the majority of special attacks and weapons deal physical damage that effect becomes an absolute nightmare to deal with especially in the late game where the shadow creatures can cripple your offensive capabilities even with the right equipment. To make matters worse, they can pop up in random encounters across every
Every single area companion you've recruited comes to back you up against the final boss. All of them, to a man/woman, stood alongside you and chapter which means you'll have to deal with them almost CONSTANTLY.fought an EldritchAbomination beyond comprehension.
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None

Added DiffLines:

* GoddamnedBats: The shadow creatures. While they come in a wide variety of enemy types ranging from floating spheres to small devils to evil cows, one common trait shared amongst them is that they can't take more than five physical damage at a time. This may not sound so bad on paper since it can be circumvented by using attacks that deal other damage types such as cold or sleaze, but considering the majority of special attacks and weapons deal physical damage that effect becomes an absolute nightmare to deal with especially in the late game where the shadow creatures can cripple your offensive capabilities even with the right equipment. To make matters worse, they can pop up in random encounters across every single area and chapter which means you'll have to deal with them almost CONSTANTLY.
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None


* SugarWiki/MomentOfAwesome: If you can meet the skill checks in your final confrontation with [[spoiler:Terrence Poindexter]], you [[spoiler:invent an entirely new kind of Jazz, Completely Random Jazz, by using a pair of dice to determine your next move. The kicker comes when Poindexter, anticipating your next move, dodges, and you're right there to catch him, because this time ''you ignored the dice''.]]
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* SugarWiki/HeartwarmingMoments: Handfulls of Holy Water only deal damage to Evil enemies. You don't meet anyone evil enough to count, just A) people down on their luck, B) hurt/mutated wildlife, or C) [[BlueAndOrangeMorality incomprehensible aliens.]]

to:

* SugarWiki/HeartwarmingMoments: Handfulls Handfuls of Holy Water only deal damage to Evil enemies. You don't meet anyone evil enough to count, just A) people down on their luck, B) hurt/mutated wildlife, or C) [[BlueAndOrangeMorality incomprehensible aliens.]]
Is there an issue? Send a MessageReason:
None


* SugarWiki/MomentOfAwesome: If you can meet the skill checks in your final confrontation with [[spoiler:Terrence Poindexter]], you [[spoiler:invent an entirely new kind of Jazz, Completely Random Jazz, by using a pair of dice to determine your next move. The kicker comes when Poindexter, anticipating your next move, dodges, and you're right there to catch him, because this time ''you ignored the dice''.]]

to:

* SugarWiki/MomentOfAwesome: If you can meet the skill checks in your final confrontation with [[spoiler:Terrence Poindexter]], you [[spoiler:invent an entirely new kind of Jazz, Completely Random Jazz, by using a pair of dice to determine your next move. The kicker comes when Poindexter, anticipating your next move, dodges, and you're right there to catch him, because this time ''you ignored the dice''.]]]]
----
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Added DiffLines:

* SugarWiki/HeartwarmingMoments: Handfulls of Holy Water only deal damage to Evil enemies. You don't meet anyone evil enough to count, just A) people down on their luck, B) hurt/mutated wildlife, or C) [[BlueAndOrangeMorality incomprehensible aliens.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*SugarWiki/MomentOfAwesome: If you can meet the skill checks in your final confrontation with [[spoiler:Terrence Poindexter]], you [[spoiler:invent an entirely new kind of Jazz, Completely Random Jazz, by using a pair of dice to determine your next move. The kicker comes when Poindexter, anticipating your next move, dodges, and you're right there to catch him, because this time ''you ignored the dice''.]]

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