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- mean girls voice* she doesn’t even go here!
New Game Release from Krimson Katt! Noel and the Tower of Doom
Hello
Hey I really want to ***will this work

Single-line folder test
^ WHAT THE FUCK THAT WORKED.
MAN i wish there was a FOLDER CONTROL here :/note
ok so foldercontrol terminates the current note. but folder doesn't
k lemme try now uh Urara Meirocho ok that worked so what if i do magicball/Urara Meirocho no? ok then uh oh that didnt even turn into a link uhh Manga/linku parent leftp Urara Meirocho Urara Meirocho sad [Long-Lost Relative mother]
- In Urara Meirocho this is the primary reason why the Wild Child Chiya goes to Labyrinth Town, the town where aspiring young girls go to learn Whatevermancy. All Chiya knows is that if she goes there she will find her mother.
- Urara Meirocho: Labyrinth Town is populated with FortuneTellers who have mastered one form of divination or another and girls from all over Japan travel to Labyrinth Town to learn or create their own divination technique. The main girls learn/create a technique
- Chiya uses "Kurou Divination" which is basically just clairvoyance. She sees through the eyes of a benevolent shadow monster named Kurou to find solutions.
- Kon uses Kokkuri, where she uses an Ouija Board to summon a kitsune to give her guidance.
- Koume summons a spirit with her Dowsing Device to lead her path.
- Nono uses Doll Divination, a form of ventriloquism. She asks the doll, Matsuko she was given by her deceased mother for help.
Elaborate Foot Exposing Adornments
what if i put a folder in a notenote
ok so folder inside note works (see start of page) but note inside folder inside note breaks
can a labelnote hi
okay what about if a labelnote hi
Headscratchers/Archer Archer Bob's Burgers blah blah test text blah blah

As of 2023, there are four known videos in which Duff sneezes. These are: the blooper reels for the Youn Ger episodes "Inku-Baited", "The Debu-Taunt", and "Getting Younger", and a 2020 interview on Whitney Cummings' podcast. There are also two GI Fs of her sneezing originating from the blooper reels of Lizzie McGuire.
Hilary Duff's sneeze
Hilary Duff's trademark sneeze typically begins with a long buildup and an obvious pre-sneeze buildup. She sometimes announces her sneeze, always doing so in a breathy, sneeze-affected voice. The sneezes itself are powerful, often resulting in Duff's body bending forwards, and sound like "Ah-tchoo!" Duff always sneezes in singles. She also fake-sneezes twice in a 2020 Zicam commercial.Pre-sneeze fallery



Sneeze gallery








my first time don't mind me. uh {plot}

Because It'd Mean Having a Fandom Large Enough for This to be a Thing in the First Place:
- The Unviewable Panties of Ishiko-Chan:
- Claiming it to be a ripoff of Doki Doki Literature Club!. All they share is that they're critiques of high school romance anime/visual novel tropes, with Unviewable going in a different and far more shitposty and Black Comedy-based direction. Half of the Chess Club covers the same general "archetypes" as the Literature Club, but
- Biome Artists: I already made a stupididly huge list.
- Depict Quest:
- Just like with its parent webnovel, saying the Elements are "really" 16 or otherwise underaged is a death sentence. The game as well has them at 25/in their twenties and absolutely nothing points to this just being a number slapped on for legal reasons. They all look like adults, act like adults, live away from their parents [but in bigass roommate chains with each other]
- Fandom Rivalry:
- One popped up with Kill la Kill as a side result of the Hype Backlash the game's surprise popularity got over which work is the superior "nudity/nudism-centric" story, despite the surface similarities. Fans of Kill La Kill mostly consider Depict Quest to be a tryhard indie of the week fad that handles its darker themes poorly, has an ugly presentation due to its simplistic art style, only has a surface-level understanding of its themes while pretending to be deeper, refuses to take any actual risks, and ultimately is a shallow copy of Kill La Kill itself despite Water's criticisms of the series. Depict Quest fans on the other hand would say that the game handles the general concept in a much less problematic and more in-depth way, that Kill La Kill is at best Fair for Its Day and not actually the deep deconstruction/parody of fanservice it is claimed to be, and that judging the music and art quality is unfair due to Depict Quest mostly being made by one person with almost no budget (even after paid DLC was added). People who like both do exist, but are rare, and often those that do will get lambasted by either side for only caring about the fanservice and ignoring the themes of the work. The fact that Depict Quest has at least two blatant Take Thats to the animenote and its parent webnovel Biome Artists has an implicit third onenote does not help matters at all, with Water openly saying that he used to like Kill La Kill when it came out, but being extremely critical of it in the present.
- With The Unviewable Panties of Ishiko-Chan trilogy, despite the games being made by the same developer. Unviewable fans hate that the series pretty much ended immediately after the third game's release and controversial ending just for Biome Artists/Depict Quest to become Water's "true" major project replacing it, and consider the series to be an overhyped "playing safe" generic fantasy in comparison to Unviewable's less forgiving and more deconstructive tone. Biome Artists readers/players on the flip side find Unviewable a borderline mascot horror-esque cheap title
- Ships That Pass in the Night:
- While jokingly on account of one of them being a realistic-looking skeleton, Lucy/Head Dreamer has
- Tough Act to Follow: Homeman and Boy had massive shoes to fill after Depict Quest. Already, the lack of fanservice as a hook [The eponymous "Homeman," basically a blue, edgier looking Homer Simpson, has a huge ass that unlike Homer really shows even when he's in pants but it's not meant to be sexy]
To be under LGBT Representation in Media, "Goals" meaning that if it's on here I have the damn stories/games out which I want:
- Intriguing Group: Two of the six main leads,
- Biome Artists: Deuteragonist Arime [still no last name; so far I have given nobody in this story except Zoap, Zelpea, and Kat last names (Bloodblade, Blossom, and Vanilly respectively)] is established within the story as a trans woman; she and protagonist Zoap Bloodblade are in a large polyamorous relationship with multiple women that are also involved with each other, and said polycutle is made up of a few romantically-involved couples. In the story's setting, Everyone Is Bi, including Zoap, and Zoap has expressed attraction to men and has seduced several male
- Depict Quest: An alternate universe spinoff of the above webnovel [wait shit the page is organized by medium I'm not sure if this would be here or it's own thing], many of the same major characters are still present. This time, the player can select the appearance and pronouns of Zoap, Arime, their original group, and most of the bosses [possibly just the Thread Knights; not sure if the Lawsons ]
"Playlist" for Nymph Quest playthrough, titles:
- Terraria Mod With Over 1,200 Enemies? (Thumbnail: "Chibi?????" art of the Oread, I wanna do an official sketch drawing, maybe of the Oread and Dryad, but that's it those are the only two getting a "not-completely-low quality" artwork thing)
- Savage Mode is BRUTAL. (Thumb: Nature Medallion)
- More Exploring. (Thumb: Dart Trap Lord)
- King Slime the Fake (Thumb: King Slime)
- Finally Met the Nymph! (Thumb: Oread)
- CURSES WERE A MISTAKE. (All three Curse items)
- Eye See the Last Dryad (Eye of Cthulhu and Dryad)
- Ocean Surprises
- New Boss in the Snow (Sealed Mammoth?)
- Big Brain Time (Brain of Cthulhu; fake-LPer here got a Crimson world)
This mod is a very high effort shitpost. Water says that he'd ideally like to make it "The Fiend Folio of Terraria mods." He's not quite there yet but he's getting there.
Nymph Quest is what Terraria fans who only know about Calamity through horny fanart and memes think Calamity is like. And it's fucking glorious.Fun fact: Of all the superbosses this mod adds the grand final mega ultimate boss is literally .GIFfany from Gravity Falls.
You gather these "Medallions" and once you have enough of them you can open up this astral spacey looking room that has a chest with some special items in it. One of them is the Suspicious Looking Disc. If you use it it first summons this red and orange Moon Lord recolor that gets sliced in half, and then suddenly
In the end if you defeat her a "Lost Soul" comes by and tears her in half, and this Lost Soul is heavily implied to be Soos from this same dark timeline. Water likes making Soos this gigachad figure so having him rip the strongest boss in the mod in two is fitting.Soos is canonically a gigachad what the hell are you talking about. Him tearing Singularity-.GIFfany in half is just based on what he did to Bill canonically. You know, that scene where he shouted "NOW IT'S TIME FOR YOUR GRAVITY TO FALL!" and made him Fall.
I like that Zoap is horny but he's not a sexpest. Like, he has an at times almost comically high sex drive and he's usually the one asking to do it and such but he's 100% respectful to the Elements. He never makes any skeevy comments about them when they just met, only once they've spent time together, have grown to be friends-with-benefits/lovers and they know each other well enough to have their boundaries established does he really begin to come on to them. Dude has a mountain of porn but he treats actual women like people (and men on account of Zoap being pansexual). Same goes for Arime but with an added dosage of being "the villain" (albeit one where it's very obvious that she's going to become good eventually), you'd think if a story has an antagonistic person with a "harem" that person would be some kind of creepo to try to make the hero look better in contrast, but it doesn't. Arime is just as good of a girlfriend to the Dark 50 as Zoap is a boyfriend to the Bright 50.
This is all contrasted by characters like Neon, Eansy, to a degree Zelpea, etc who actually are creepos and are rightfully portrayed as such. Those guys try to justify their behavior by going "Oh, you know, I'm a guy/I'm a Crimson [Not-Nymph]/I'm a Human that's just part of what's natural to us" But Zoap (well, and [the Crimson Element]) are walking disprovers of that "It's just nature to be a pervy creep" bullshit.
- Foreshadowing:
- Zoap and Alexia's phone conversation in the first chapter has a few:
- Alexia says that she thinks Zelpea is worse than her parents, the first hint that they're not the best people around.
- Zoap tries to defend Zelpea by saying that she might be better in the sense of being a parent herself, if Zelpea would raise a kid of her own better than Atticus and [I don't have a name for the mom yet] raised Alexia. Alexia thinks that Zoap was subconsciously talking about the idea of Zelpea and himself having a kid, and when she brings it up, Zoap suddenly screams "NO!" in an uncharacteristic manner. So, Zoap really lets the mask of him "liking" Zelpea crack in his outburst; this is also hinting towards Dragon, a clone created from Zoap's arm that was also spliced with Zelpea's DNA, making her Zelpea and Zoap's "daughter" by technicality. And as it turns out, Alexia was implicitely right: Zelpea ends up being a much worse "parent" to Dragon than Alexia's own parents were to her,
The "Main" Gray Nymph: It's okay. Watch this. Call off order!
Dryad Incapacitation Unit: ERROR. COMMAND OVERRIDEN. COMMANDER STATES: "If you see the Last Dryad, slice her limbs off, kill any idiots she recruited to her cause, lemme take her in. Keep her alive only because the world will get pwned if all Dryads die ya know LOL. Uhhhh... yeah, do that no matter what, override all other commands, even if I tell you not to, just assume I'm being brainwashed. I mean beating the Dryad to a bloody pulp is literally the only reason I even made you."
Gray Nymph: Ah shit, I did say that. Uh, look, sorry. But if it's any consolation, that was five years ago, I had no idea you'd be so understanding and okay, I don't even say "pwn" any more. I'll help you take down this obsolete bucket of bolts.
Sonata: Believe me, I am going to chew you out hard over this later. Right now, we gotta fight.
Tania: Sonata! Vince! Behind me! - Zoap and Alexia's phone conversation in the first chapter has a few:
"Woah this game idea thing looks gigantic, like, how in the world do you think this could even remotely be a possibili—" well for starters it would look like ass, guaranteed if I bother making it (I actually started toying around with Unity for a bit. I dropped because of the controversial/hated policy change thing but now idk). Basically a very hastily, Paint.net (or even maybe looking like MS Paint) line/curve tool mess. The overworld style might look like Pizza Tower's in-game character sprites but 100x shittier, not even close to being as fluid.
The stuff mentioned as "base game" I'd want to be free for sure: The entire story of Eastshore, Pixel/Shine/Logo/Hair/Shadow/Bar/Steam Knight and Sec/Obscura, even the barely-hidden True Final Boss. The "DLC" is expansions mostly just in the form of lots of levels and bosses, it'd be lighter on lore than the base game, and won't really have anything
If DPQ has a Content Warning I want it to be fully voice-acted in a skit like this (and like, none or nearly-none of the rest of the game has voice acting. If most it'd be in small bursts like Deltarune. OFC Insa would be one of those "voice acted" characters):
- The Game's Token Hank Hill-Inspired Character: (Drives up in lawmower, looks at the audience.) The following vidya game is intended for mature audiences only. It contains strong language, some mild violence, sexually suggestive dialogue, discussion of some dark themes such as suicide, and al-co-hol. (Adjusts glasses.) If any of these dissuaded you and yet you obtained this game on your own, I apologize on NeedsMoreDeepWater's behalf for wasting your time. / If any of these dissuaded you and yet you already obtained this game and purchased the DLC without doing the proper research, I apologize on behalf of NeedsMoreDeepWater for wasting your money.
(Panting and running can be heard from a distance.)
Alexia: (Runs up, looking like she just ran a marathon. Canonically she can fly around huge distances and stuff. Or run/dash along in early chapters of the webnovel, but in the game she's a flyer by the start.) WAIT! And nudity! Don't forget. The nudity. There's a lot of it.
Not-Hank: (Looking towards Alexia.) Oh, yes. Nudity. (Looks directly at the screen.) A lot of nudity. So much nudity... uh, nothin' full-frontal but a lot of bottoms and bare chests. And hair down below. (Squints.) Quite a lot of that, actually.
Alexia: Some of the nudity's from this guy, by the way!
Character sheet over on Characters.Wiki Sandbox.
- It's time... to DEPICT!
Depict Questnote is an action-adventure/top down shooter game by NeedsMoreDeepWater, the sixth game overall by him. It makes heavy use of characters from Biome Artists and is considered an "alternate universe" of sorts to it, although it is an entirely different story with a different main cast. Apart from the main protagonists, the Biome Artists characters are mainly present as extras, with the focus characters being original to the game.
Set in a world closer to ours than Biome Artists but still a fairly different Urban Fantasy where magic is common among the general population, in a nation called the Boundless Lands. Roughly one in a few thousand people in the world are blessed with a special power dubbed "Cloth Magic." This is a special sort of magic that causes tricks affected by perception. Through most of history, this was considered useless; it takes a lot of studying and training to get anything from it, and the applications are pretty limited compared to what good ol' fashioned "normal" magic can achieve. That was until one day where a colossal black cloud rolled over Downtown Eastshore, a city in a fairly large and populated coastal naturist county otherwise in the middle of nowhere (aside from the ocean, it's surrounded to the south, north, and west by miles and miles of grassy hills with nothing noteworthy in them save the occasional gas station), and cast a curse using unprecedented levels of Cloth Magic on the entire county. This has infected nearly everyone in the county with in-universe censorship; [Brief explanation of how this works.] Moments after the cloud and its curse, most forms of digital media are hijacked to present a message from the mysterious Obscura, claiming to be the one behind this. She claims that what she has done was a demonstration, and that in due time, she will enact on a wider, global plan should various leader figures not make efforts to curb issues involving sexual harassment.
The nation at large mostly sees this as a terrorist attack, attempting to hold the entirety of Eastshore hostage. The president and fellow Cloth Mage, Priscilla Lawson, considers this an unpredictable emergency and decides to fund an official government program where Cloth Mages from all around the country can volunteer to go over and undo the curse. Among them are a couple living out in the tiny, quiet town of Flyby, Zoap and Arime (Biome Artist main characters). By luck, they happen to have Priscilla's bitter, estranged middle daughter Posy as their guide. While their initial plan is to simply cure anyone infected with the mass censorship curse, it turns out that Obscura's initial act wasn't the only thing up her sleeve. Eastshore is also stalked by Obscura's minions, most of which dubbed Knights, who each guard a region of the county and are fast to try to re-apply the curse and fight any Cloth Mage that attempts to dispell it. They also destroy the hotel that most of the volunteer Cloth Mages were meant to stay at, resulting in Zoap and Arime staying at Posy's at-best-medium-quality apartment. Pretty soon, the trio run in to fellow Biome Artist alumn Alexia, also part of a group called "the Elements," who has been hit with a much stronger form of the curse after the Elements cured their curses on their own and attempted to storm Obscura's base (or Lair) on their own. Enraged, Alexia encourages Zoap, Arime, and Posy to unite the other Elements, de-curse them, and take the fight directly to Obscura herself, feeling that this is the quickest and best way to end the series of curses. In order to reach Obscura, the gang has to venture to each base of the six Knights, Giant Threads, and destroy them, granting them access to Obscura's Lair in the ominous cloud that hangs above Downtown Eastshore.
The bulk of the game consists of going on the missions of the Elements, which by default involves destroying "targets" that will correspond to a part of an item obscuring the character. This ends up uncovering a Pinup of the character in the nude (two, actually, one showing them from the front and one from the back, bordering both sides of the screen), but these can be dissabled. The game has a nonlinear structure where "missions" lead to one-another in a complex web of chains that can be viewed at any point in progression. Each of the six Knights that need to be defeated to reach the endgame has a mission number requirement, where
Three DLC packs were released. Unlike the free base game, each costs like maybe ten bucks or something idk. However, each one has about three times as much content as the base game, adding [...] All three DLCs are set in another large county across the country, Westshore,
- Umbral Pack: The first DLC. Set in "North" Westshore, as the name implies it has a loose theme of darkness: Most of the new clients to be de-obfuscated have darker color schemes than
- Illuminant Pack: The second DLC. Set in "South" Westshore,
- Offspectral Pack: The third and final DLC. Set in "Central" Westshore,
Spoiler Warning: Like its parent webnovel, Depict Quest is a very story-heavy and character-focused title in spite of seeming like a simple fanservice-y game. As the base game is available for free and
- 11th-Hour Superpower: The Elements all combine their plant-manipulation/creation powers and form a colossal mecha out of all their fantastic wood types in the Good Ending, so that they can somewhat stand against Heavenly Sakura's enormous size. In the "Better" Ending, the 900 Westshore "Elements" all
- Alien Geometries: Use of this is how the Obfuscators hide their Lair in plain sight. Despite being a gigantic castle, advanced Cloth Magic from Steam Knight surrounds it with an even bigger black cloud that reduces visibility within to practically nothing, and it synergizes with the six Giant Threads to form a disorientation spell that makes it virtually impossible to get in without proper clearance (the visibility-reduction is just an added bonus the Obfuscators decided to roll with) even after pin-pointing where in the cloud it is. Try to fly in blindly? Even if you were heading in its direction, you'll be redirected and just fly out through another part of the cloud. Try to use GPS? The cloud blocks GPS use while inside itnote , or any other machine navigators, making them malfunction. Hover above/just outside the cloud and use a long rope or similar item that manages to get in? Assuming the object isn't redirected and actually lands on the Lair, the cloud can "sense" if someone is trying to follow along something heading towards it, and will promptly sever the rope and throw out the part that reached it. The Threads are all brightly-colored, glowing lines that lead right to the Lair, so following them may seem like the obvious solution... except that this will alert the Thread's respective Knight, who will be swift to deal with the intruder, and that's assuming you don't get turned around and start following the Thread in the opposite direction without even being aware of it. The scant handful that bypasses the security system are dealt with by Steam Knight. Destroying all six Giant Threads weakens the cloud and gets rid of the dissorientation, while defeating Steam Knight eliminates the cloud entirely.
- Anti-Frustration Features:
- Unlocking the Good Ending also automatically unlocks the Bad Ending in the gallery, preventing the need to play through the game a second time and deliberately ignore/fail the prompt to fight the True Final Boss. When the Offspectral Pack was released, this also applies to the "Better" Ending automatically unlocking the Good Ending and Bad Ending. [??? Unsure:] In this case, it is especially important as otherwise the Good Ending would be permanently missable, since there is no way to get it on the save file once the conditions for the Better Ending are met.
- Book Ends:
- The tutorial has Zoap and Arime testing out their Cloth Mage powers on a training dummy dressed in a modest shirt and pants. In the "standard" final boss of Obscura, she is dressed in the exact same outfit underneath her robes once she enters her second subphase, with destroying them to weaken her Cloth Magic unsurprisingly being the goal. Posy even has lines giving call backs to the tutorial while doing this.
- You first gain control of the Couple at the Airport, dropping off after an ominous ride and simply walking to the right in an empty airport hall. In the Playable Epilogue, viewing the credits/"full" ending and thus truly ending the game is obtained by going to the Airport (the first time since the introduction that entering it becomes available) and walking in the opposite direction to the plane heading back to their Flyby town, meaning that the first and last playable moments are spent walking down the Eastshore Airport. This time, all the Elements are there to say their goodbyes, and the player has the option on whether the Couple will stay in Flyby for the time being or begin making plans to move to Eastshore after they have things settled back at home.
- Logo Knight, the intended Warmup Boss, has lyrics that paint the gang's efforts as futile, and that the other Obfuscators will simply crush them if they can make it past her. Steam Knight, the penultimate boss normally, has lyrics that tell the opposite tale; she thinks they've basically already won, given that these lyrics aren't heard in-game until she's already more than halfway out of health, . [Yeah like Roar of the Jungle Dragon. THIS IS MY MESSAGE TO MY MOTHER: THIS IS A FIGHT YOU CANNOT WIN.]
- Brutal Bonus Level — I love optional shit so I might go overboard on this: Several. In different "flavors" so to speak:
- Of the Elements, there's the "non-chromatic quartet." Edna, [the gray one], Lithlaun, and ["Clarisa" the colorless one]. All four of them only have their missions unlocked after completing the mission of the exceptionally difficult Kristen, they all have the highest difficulty ratings a mission could have, and all four of them are notably the only missions in the game that count towards all six of the Thread Knights, so clearing all of them will greatly reduce the count of missions needed to reach all bosses at once. Each of them has their own gimmick, and they all even get their own "hub area" [still have no idea how this would actually work since I was thinking of just selecting all stages and bosses from one huge menu, although maybe selecting it from talking to people would work], given a "horror theme" to show that these aren't the levels newbies should be heading to. Finally, these are the only Brutal Bonus Levels in the base game that come with their own Pinups — Water felt that it would otherwise be too sadistic to lock some fanservice behind exceptionally hard levels, and wanted to keep with the whole "Pinups are only for Elements and select other characters" theming anyway, which the below would break.
- Each DLC campaign has its own counterpart to the non-chromatic quartet with a ninteenth "hub world" housing extra-difficult stages, with the first two having various shades of gray (dark shades for the Umbral Pack, light shades for the Illuminant Pack [the aformentioned "gray one" above is like near-exactly "neutral" 50% gray for her theme color]) and the third [I'm actually not sure yet]. Fitting with the DLCs' theme of "base game times three each," they each house twelve max-difficulty levels. Unlike the quartet in the base game, they do not all have their own unique gimmick, and indeed some of them even use the once-unique mechanics from the above quartets, but a few are entirely original.
- [See the character sheet, I'm a total ??? on whether or not this would be 100 short trials like the Pit of 100 Trials or like 10ish really difficult but more complex levels akin to the Sage Leaf Trials. Uh, this game idea is kinda like a top-down action adventure bullet hell thingamajig. Anyway, this specific entry will assume it goes in the latter] Lucy's Trials are a set of ten exceptionally difficult challenges given tight time limits. [Not sure how this would be unlocked]
- Exclusive to the Playable Epilogue is a
- The Dream Arena is an area that houses the ability to quickly refight bosses under various conditions [actually if they're selected from a menu there might not be a need for this] as well as several Boss Rushes. Among the Boss Rushes, the true Brutal Bonus Levels of them — and the entire game — are the Gauntlet of Eastshore for the base game, which has every vanilla boss and a dream projection of Lily, and the Gauntlet of the Boundless Lands for all three DLC, which has every vanilla and DLC boss and two unique superbosses at the end ([???] and Zelpea). Since even most superbosses are counted, themselves often things awaiting at the end of a hard optional levels, this is "the" ultimate challenge. The Dream Arena itself is technically unlocked at the same time as the non-chromatic four as both of them have uncensoring Kristen as their sole requirement, however a boss (aside from the ones unique to the Dream Arena) can only be fought there if they were fought in the main game, meaning the Eastshore/Boundless Land Gauntlet cannot be accessed until every possible boss is defeated, also making them postgame content.
- But Thou Must!
- Demoted to Extra? Might be better off in the character sheet: Most of the central characters to the game are Original Generationnote .
- The Elements as a whole were the main characters of Biome Artists; despite being "the harem" there, they were more-or-less written as valuable teammates with Zoap and later Arime. Alexia especially is all-but equals with Zoap in terms of screen time, development, and being there right from the beginning. Here, while they are the main characters you are helping with removing the curse, and they do fight off Obfuscators in the background (and aide with the Knights in cutscenes), they are not as central or have as much spotlight. The conversations of befriending them and the like are entirely optional, [...Unsure if this should be a sub-bullet or if that's not quite how example indentation works. I think it is how it works though:] The original Grime Crime especially get demoted by a bit, as unlike the "Primary/Secondary/Tertiary" "Bright" Elements that were with Zoap in the Yellow Moon Saga, none of them have any "options" unlocked upon being de-obscured
- Foreshadowing:
- While the three highest-ranking members of the Obfuscators fit the "no nudity" theme with Secretary wearing full business attire and Steam Knight and Obscura's entire bodies being covered by clouds and robes/a mask respectively, the six Thread Knights by contrast cover far less of themselves. Shadow Knight is the most "modest" by darkening patches of herself to resemble shorts and a tank top, but the rest just barely cover their chests and crotches, [actually unsure of this:] and of those five only Logo Knight and Pixel Knight even bother covering their rears at all. At first this just seems like Rule of Sexy, but with the reveal that all six of them were originally pro-nudism at first but faced crushing defeats from the Obfuscators and were essentially arm-twisted in to working for them, their lack of "wardrobe" is seen as them each giving a "fuck you" to Priscilla by only doing the bare minimum that she asks of them. Shadow Knight is the exception as she's more self-conscious, but even then she isn't entirely ashamed of her body either.
- If the Family Necklace — showing a photo of Priscilla with her daughters — is equipped and Steam Knight appears from running out of time in a mission, Steam Knight's damage will only be halved. This is a rather out-of-the-way easter egg due to how most of the missions give more than enough time to avoid Steam Knight's wrath (on the "standard" difficulty, but higher difficulties/save file codes are meant to be played by those who have already beaten the game), but it's the earliest indicator that Steam Knight has connections to the Lawson family. She gets sentimental of the picture and does not want to attack Zoap/Arime as hard. Steam Knight will also deal less damage if Posy is the player character, but this interaction is pretty difficult to get on a blind casual playthrough before learning that Steam Knight is Bloom. Both of these "damage reductions" are not present in the proper boss fight with her, because Bloom is 100% focused on stopping the gang and actively bottles any emotional attachments.
- Obscura's "overworld" leitmotif is a heavily remixed version of Priscilla's theme. To make this a little more obvious, during the "staged attack" after beating the fourth Knight, Priscilla's theme plays at first, then the game immediately switches to Obscura's theme during the fake Obscura robot attack, so the player will hear them back-to-back to get a better comparison.
- The Good, the Bad, and the Evil: The Elements are the Good, as not only are they the main protagonists simply trying to let civilians get back to their normal lives and stop what are essentially a team of terrorist supervillains, but many of them have gone through Adaptational Nice Guy and are far nicer and more compassionate right off the bat compared to their original Biome Artists selves. The Bad are the aformentioned supervillains, the Obfuscators, who cause enormous-scale property damage during their quest to keep nudists from being exposed in public, are willing to hospitalize people just for trying to stop this, and at one point their leader assaults the president of the nation. Although that last bit is complicated by the reveal that the leader is the president, and in truth she just dressed a robot up like the group's leader to have it pose as a different person. Yet they're genuine friends to each other, all of them with the possible exception of Secretary have noble goals, and they have a high set of standards. They also have it agreed to never deliberately kill any of their enemies or any civilians, either [I'm going back and forth on whether the initial Obfuscation had people die from, like, not being able to see where they were going while driving for a brief moment of time, etc]. The Evil are actually the game's true villains: Sakura, along with her minions Insa and Viathan, as Sakura is simply a selfish wannabe tycoon who is willing to mass-murder people in the name of money. Insa is completely and utterly unhinged and wants Zoap dead for an imagined conflict; while Viathan is an "extremist nudist" whose Establishing Character Moment is her stomping on the back of a civilian and appearing to try to crush her to death before the Elements step in. It's not surprising that the Golden Ending of the game has the Elements and Obfuscators team up to defeat Sakura, although the Obfuscators are still arrested at the end because of their actions and are forced to rebuild everything they destroyed (which is a lot).
- I'm a little confused about Embedded Precursor, it says in bold it's a subtrope to Game Within a Game and implies that it's a playable game-only situation, but there's non-video game examples: The entirety of the original Biome Artists webnovel can be read in-game in the library, available as soon as the library is unlocked,
- Guilt-Based Gaming:
- Out-universe, the game highly encourages players to de-censor all the Elements. Speaking to one that is still Obfuscated will often have them lament [...] In the Playable Epilogue, while the game will let you leave without having de-obscured everyone, selecting to go to the airport will have Posy rather sternly remind you that some of the group is still cursed, when she's otherwise not that firm to Zoap, and have Alexia also voice her displeasure in the idea.
- In-universe, the Shitty Gacha Mobile game series
- Hide Your Children: Downplayed. Every character actually seen attending a de-censor appointment is an adult; story-wise, Zoap only de-censors the Elements, but non-Elements are covered by Richmond or other Cloth Mages, and they're all in the adult-to-elderly range. Children do appear in cutscenes when a Thread is destroyed cheering when the curse of the area is lifted, but as with the adults in the cutscenes, they are somewhat stylized compared to the main characters and given a simple cartoony look, and brief cutscenes such as these are the only actual appearance of children in the game. Every single character with an actual name and role is an adult.
- Hopeless Boss Fight:
- Spend far too much time in a mission, and Steam Knight will appear. She is given a special defensive force field based on the Giant Threads; if so much as one remains, she's completely invincible in gameplay
- After the third Secretary battle, the gang are summoned to help Priscilla when "Obscura" attacks her. As "Obscura" still has two Giant Threads left, she's invincible, and attacks with her powerful endgame-level bullet hell patterns. Even if the player survives long enough, "Obscura" will unleash colossal tendrils that wave back and forth and cover the entire screen, making an attack that is literally impossible to dodge and remains onscreen indefinitely. (Thankfully, she never uses this attack in the proper boss fight.)
- Lighter and Softer: Depict Quest takes itself much less seriously than Biome Artists. While Depict Quest has some moments of darkness, namely that the story revolves around a mother's response to her daughter dying from overdosing on a drug she took due to body image issues, the overall plot is a goofy one about freeing naturists from an in-universe censorship curse. The Elements are much nicer (Jasmine and Maria especially), Zoap and Arime are a couple right off the bat in contrast to their long arc as rivals, nobody dies in the Good Ending save for the true villain that has no redeemable qualities, and the darker aspects of Biome Artists like the Core Empire's colonization, the world-spanning black market that gathers organs for cannibalism purposes, or the eldritch hellhole that is the Overgrowth are absent.
- Mind Screw:
- The whole Dream Arena. While it seems like a standard excuse to have a Boss Rush (Zoap appearing to just dream about refighting previous bosses), the lore behind it is... odd. It's supposedly a shared dream space that anyone who sleeps can enter when channelling their magic a certain way while sleeping. However, there is also some sort of "neighboring nightmare realm" that can be accessed with enough fighting energy. Clearing all the previous boss rushes wound up punching a giant hole-tunnel through the "floor" of the Dream Arena, that tunnel being the ultimate boss rush, [...] The ending to the "full" Boss Rush does not help things, with the implications that the Head Dreamer was Evil All Along and looking for an entrance to the Nightmare Side for some own, mysterious agenda of hers,
- Minigame Zone: Each DLC pack adds one:
- Multiple Endings: Two in the original game, adding all three DLC packs adds three more. The first two are the base game endings, with the DLC endings being listed after:
- Bad Ending/Sacrifice: Don't defeat Super Insa and Consuming Viathan and assemble the Odd Key Card. After defeating Priscilla, an outside force tampers with the Cloth Mass and causes it to go berserk, making it form a black hole that threatens to fall to Eastshore and consume all of it. Priscilla tries to destroy it at the cost of her own life, but finds that even she doesn't have enough power to stop it, so Zoap volunteers to help. Both of them die in the sacrifice, but prevent the city (not the world, as the Good Ending reveals) from being consumed. In the "epilogue," Posy finds out that Insa had ties to the mysterious figure that manipulated the Cloth Mass and hunts her down, only to find that she was lured in to a trap by Insa's superior designed to kill both Posy and Insa. Posy charges an exceptionally large energy blast and blows up Insa, implicitely taking out Posy herself with her.
- Good Ending/Justice: With the Mysterious Key Card assembled, the gang is able to find and infiltrate a ship that had been used to sneak on board the Lair. Here, they catch the real mastermind in the act: Sakura, attempting to tamper with the Cloth Mass with nanomachines.
- "Better" Ending/Game No More: This is the "canon" ending, although it differs little from the Good Ending in terms of actual story.
- Dream Arena Ending/Descent: Only available in the postgame, as it requires beating the True Final Boss and thus seeing either the Good or Better Ending at least. Defeating Zelpea at the end of the grand gauntlet of boss rushes
- "Improved" Dream Arena Ending/Approaching Poison: Go through the Gauntlet of the Boundless Lands with either the Iris Badge equipped or by using one of the items obtained from Iris' sparring match,
- The DLC campaigns by themselves have their own set of endings:
- There is also an explicitely non-canon joke ending that can be accessed right off the bat: By walking against the wall in the Airport in the Prologue for five minutes straight, Zoap and Arime will eventually suddenly "clip" through it and the ground, and the game cuts to the Bad Ending's endscreen. This is a reference to both a Tweet Water made and a joke said late in the main game, about any% speedruns being "walking against a wall for five minutes and teleporting straight to the end credits." Water has stressed that this is completely non-canon and there are no actual "in-universe glitches" in the setting of Depict Quest, with the closest exception being Glitch Knight's obfuscation, which is purely just visual spectacle.
- Ominous Floating Castle: Obscura's Lair has the rough appearance of a colossal black castle. It looms inside a massive dark cloud that hangs over Eastshore County. The cloud in question also works with the Giant Threads to disorient anyone who goes in, dooming them to be unable to actually reach the Lair no matter what sort of searching technology they use, resorting to teleportation if they try to use workarounds or manage to land a giant rope on it from outside the cloud.
- Opening the Sandbox: The beginning of the game — the intro, tutorial, first Secretary fight, and Alexia's mission — are entirely linear, without even giving access to the Hub Worldnote . After this, only three missions are unlocked in a branch — Cassandra's, Lana's, and Bethany's. Each of those unlocks two more missions. And each of those six missions only unlocks one. However, after completing one of those six missions, all of them expand past the "Logo Knight Mission Tree" and in to the "trees" of one other boss (two lead to Bar Knight, the rest have one route each), and from there it is extremely easy to clear a mission that leads to another one of the remaining four Knights even by accident. The player does not need to battle Logo Knight by this point (or any point prior to unlocking the finale), but is recommended to do so, as defeating her grants the ability to cast a healing spell. This is taken even further with the DLC packs, as simply beating one Thread Knight will unlock access to all three, and all of those are even more complex and sprawling with how the missions are unlocked, with each campaign having no less than five missions available right off the bat. There's a good reason why the game includes a "map" showing what missions unlock what. [And just to clarify, some missions can be unlocked with more than one prerequisite.]
- Our Humans Are Different: Humans, Saypants, and the thousand [Not-Nymph] types are all the same species in this world, as opposed to Biome Artists. This also means that "humans" here come in an even wider variety of appearances, such as Secretary appearing to be what would be half-human, half-Saypant in Biome Artists (which would not be possible in said story). There are no signs of them being descended from cell-based people, except for some comments by the unsure Lucy who claims to come from ancestral times. In short, people with blue, green, red, etc skin and hair, various extra limbs, altered body parts, and so on are considered 100% human here.
- Over 100% Completion: [Not actually sure but the idea is base game would go up to at least 100, maybe more, with the DLC being at least 1,000. Like I'm thinking boss fights, or at least "major" stuff like the Final Boss, True Final Boss, major sidequest thing, and completing the Dream Arena, while each Element is a flat 1%, but that would just give a weird number like 1,006% or something.]
- Permanently Missable Content: The game was designed to avoid this, with all missions being infinitely replayable, even side-missions/bosses that start as "cinematics" appearing on the main mission menu when done. While the game follows Water's tradition of the beginning being a One-Time Dungeon, it is only the Downtown Eastshore Airport, a linear pathway that has nothing of note save for a non-canon joke ending from an intentional "glitch" of walking against the left wall for five minutes. Some things are permanently lost in the save file, but they are trivial: It is entirely possible to get the maximum completion percentage in one file no matter what:
- An unusual one happens at the beginning of the game, which is intended to only be seen by those who have played through it before at least once anyway. In reference to a joke about "Speedruns that are just walking against a wall for five minutes," walking against the left wall in the Airport at the start of the game will eventually have Zoap/Arime clip through it and fall through the ground, before suddenly ending up in the Bad Ending's end screen. This is a non-canon
- After obtaining the Golden Ending and going to the Playable Epilogue, Sakura's shop becomes unavailable for the obvious reason that said ending sees Sakura being outed as the true Big Bad and then dying in the subsequent battle, and unlike replayed missions, shops are supposed to be "happening in real time". However, her shop only sells terrible joke items that do not contribute to game completion. Because this shop becomes inaccessable in the postgame, its items are also not randomized in the RANDO code.
- Also regarding the Golden Ending: Whether it was bought or not at Sakura's shop prior to the postgame, Shitty Gacha Mobile's servers shut down, making it inaccessable and locking out whatever progress the player had in the minigame-within-a-game. Given that SGM was designed to be terrible on purpose (even in-universe) and drain your in-game currency for pure luck missions, this isn't exactly a tragic loss. The closest thing to a motivation to play it, the in-game "Pinups" (at a lower quality than the ones of the Elements and Knights, at that), become available in Gratia's Gallery anyway.
- Playable Epilogue: This follows after Water's previous games in that there is both a playable "postgame" segment with some new content, and a more definitive "epilogue" ending that can be accessed any time during this postgame that acts as a more typical "watch the cutscene and get booted back to your last save" cutscene. [I think this is the best of both worlds. You get to explore around when the final boss is taken care of and everything is saved, and there's an "ending" ending that follows the usual stuff of "well you can't play any further since this core part of the game/story is done," in this case the main leads going back home. Actually Pikmin 4 does something kinda like this.] The Bad Ending plays this out like an Endgame+, where the "postgame" is still unlocked, but story-wise the game acts as though the gang never entered Obscura's Lair in the first place (even though it is possible gameplay-wise to leave after either of the first two bosses and simply go back in; this is not possible story-wise as said first boss, Secretary, basically throws a tantrum and traps the Elements inside while rampaging with a giant Mannequin). The Good Ending plays this straighter, as it is explicitely set after the True Final Boss is taken care of, and consists of the Couple doing any last/new things in Eastshore before they head back home. Picking to head home gives a "second" ending that acts as the "definitive" end to the game, and there is no way to play after (the save file simply boots the game back to before the Couple heads to the Airport).
- Riddle for the Ages????? These all COULD be answered but not very likely, even if I do this game:
- Cloth Magic can only be performed by humans and Cloth Masses, but it didn't come in to existence among humans until relatively recently — about 600 years before the start of the game. It "suddenly showed up" globally, but exactly how and where it came from
- Schmuck Bait:
- Shitty Gacha Mobile is this in-universe and out. The clues that it is bad are very obvious,
- Shoo Out the Clowns: A lot of side characters get the axe when heading to Obscura's Lair, which is significantly more serious than a bulk of the game. They do not reappear until the Golden Ending, and many are absent from the Bad Ending. While the (figuratively and literally) colorful and quirky Elements are present through the endgame, they largely shed any comical traits by that point, and only a few of them have any speaking lines by then.
- WNOoNP outright say that they can't follow the Elements through the censor-storm outside, thanks to the huge swarm of mooks lying in the cloud acting as a final line of defense before the head trio. They've been the largest comic relief up to this point and they are also the first ones to mention that they are not coming along, the moment the final Giant Thread is destroyed.
- Richmond is also a complete no-show for the finale, in his case it's because he does not want to get involved with Posy's missions at all (the two arcs he appears in — Hair Knight's and Bar Knight's — he's simply there by coincidence, forced to the Mountain Fishing Village for a family dinner and going to the farm because of a nearby library he's interested in respectively), and rightfully guessed that heading right to the eye of the storm would be exceptionally dangerous.
- Zoap and Arime's friend circles, especially Butt-Monkey Dave, do not go anywhere near the Lair.
- Even the Knights aren't present for most of it, despite Obscura trying to summon them to her side. They initially remained by their Spools
- Take That!: It's by NeedsMoreDeepWater. It's not surprising that there is a list. And this is restrained compared to the digs that the previous Unviewable Trilogy threw at other works:
- The game's premise was deliberately designed to be a reverse of "common" ecchi works, in particular video games. Instead of enemies dealing Clothing Damage to reluctant characters, there's both enemies that put clothes on the heroes and a group of naturists who want to have magic-induced coverage taken off
- Water hates school settings in fantasy works (particularly high schools, for how common they are), so Logo Knight — whom the game leans on being the first boss — has her boss fight result in the complete destruction of a high school building [I know the character sheet currently says it's by an elementary school, but... eh, I'll think of something]. In particular, she throws it at the couple, who promptly carve it clean in half in self-defense. (Thankfully, it's empty.)
- The True Final Boss and evillest character in the setting is a developer of an extremely by-the-numbers game series that checks multiple boxes of what Water, and Depict Quest's target audience, would not want in a video game. Shitty Gacha Mobile is, as the name implies, a very predatory gacha game series, its "story" is extremely cliche and mostly just exists to get to (also cliched) perverted antics, and the topper is that every game starting from the fourth was made with an AI script, also attacking AI art.
[Probably would be better moved to another trope example, and with the above being rewritten to talk about the game first, and then have the spoiled section only mention that its developer is the evillest character in the game.] "Theme Song:" SHITTY GACHA MOBILE! SHITTY GACHA MOBILE! SHITTY GACHA MOBILE! FUCK YOU WE'RE GONNA TAKE YOUR MONEY ANYWAY NO MATTER HOW BAD WE GET!
- Take Your Time: The game has a mostly aesthetic day/night cycle and keeps track of how many days have passed. Despite the Obfuscation Curse supposedly just being part one of a much larger plan to try to reshape society by force, Zoap and Arime can take as long as they need without this plan "advancing." While the game normally tries to have Gameplay and Story Integration and attempt to justify everything to hell-and-back in an in-universe manner, even how the Playable Epilogue works,
- Hit Rate: 78%; 600 (Gold)
:
Damage: 5; -250 (Bronze)
Pin Penalty: 150
Total Score:
- Alternative Character Interpretation:
- Secretary invites this:
- She's the only Obfuscator who had never infected anybody with a censor curse, instead her opperation is double checking Obscura's work and making sure everything is held together. There's a theory that her not infecting anyone is a lie, and that she's the in-universe cause behind everyone seemingly having Barbie Doll Anatomy after all, given
- Base Character:
- Obscura is perhaps the most polarizing character in the game. While nobody is calling her a hero, there's a camp that
- Best Level: The Yellow Thread arc is seen as a highlight even among the game's detractors. From the train ride through the brief Wild West-esque town that has Viathan's fight and also brings to mind Chapter 6 for nostalgic [I mean there's the remake] Paper Mario: The Thousand-Year Door fans, reaching the very nice-looking Entertainment District at the end where Shine Knight gives herself an exceptionally flashy introduction even by Knight standards. Most of the "Entertainment District" missions are fairly creative by the game's standards, and this hub world opens up a lot of areas to explore and things to do. It culminates in the showdown with Shine Knight, who as the only one of the Knights that Zoap actually knew prior to the game's events, also feels more like a personal confrontation and it gives Zoap and Arime Character Development that is thought to be lacking in the other five Arc Villain of the week storylines.
- Base Broken:
- Many things relating to the DLC:
- The fact that this free game has paid DLC to begin with. Some find that it's justified in that each pack is about three times as long as the base game, effectively making the vanilla game more of a "demo" to a much larger project. Others think that it comes off too close as making Depict Quest "free to play" by technicality, that the DLC packs are all glorified Mission Pack Sequels, simply collections of Pins, levels, and bosses while lacking on story, and that while it's near-unanimously seen as a step up above gacha/lootbox games (on account of being "Buy once and you permanently have the whole thing" deals) the practice still rubs some the wrong way.
- It was covered in the very first announcement that there would be DLC at all that none of the packs add any substantial lore and are moreso "side stories" than they are expansions to anything involving the vanilla game characters, especially with it being laid out right away that nothing in any of the packs or their combination will actually resolve the disappearance of Posy's father/Priscilla's ex-husband, adding on to Water's plans to not answer. A few players are okay with this, as the base game told a complete story by itself and that there is no need to lock any relevant lore or followups behind a paywall. Others are disappointed that little is done to address the multitude of problems with the story's writing, and how disappointing it is that with no plans of a sequel this may very well remain unsolved. This was strengthened when each DLC came out and it turns out that they come somewhere in an odd middle: The Obfuscators do get involved with the DLC stories depending on the player's actions so the packs do not quite feel like disconnected side-stories, but true to Water's word, none of these new character interactions exactly have any groundbreaking revelations or shift drastically from the vanilla plot. What was near-unanimously disliked was that the DLC packs themselves barely had their own story as some had assumed, instead mostly being a watered down copy of the vanilla game's plot but with more "Elements"/Knights and a far less compelling villain. Some even thought that the DLC being "expansions" of the main game in terms of the "beat the Knights, then beat the boss in front" is hypocritical to Water's general dislike of formulaic sequels and recycled plot points, but this is defended with claims that these are expansions to one game rather than direct followups.
- Are the packs themselves simply underwhelming quantity over quality level collections that barely change the game and fail to justify their price tag, or are they extra meatier content
- The idea of shipping the Knights with each other is controversial, both because of a comment where Obscura says that she considers them to be like additional daughters of hers and various Word of God backing these feelings by saying that, while Priscilla does not want to admit it with these exact words, she considers the Knights to be like a "do-over new family" from Lily's death and Posy's disowning her (with Bloom remaining constant), and that her comments were more than just a metaphor for "I treat them as friends, no fodder". Some of those against it believe that the Knights do have a mild sisterly dynamic when interacting with each other, and coupled to how close they are to Obscura, it would edge uncomfortably close to shipping sisters despite not actually being related. Detractors also point that none of their interactions with one-another come off as romantic at all, with Shadow Knight having a canonical girlfriend, Shine Knight sleeping around with many side people (none of whom being the other Knights) and generally avoiding commitment, Bar Knight being heavily implied to have a crush back at home that rejected her confession, and so on. Those in favor say that the Knights are obviously not biologically related and were not raised together, that the "family relation" seems to be one-sided on Obscura's end and not actually how the Knights see each other, and spotting moments that could be read as ship teases despite not being the creator's intention. It really boils down to how much one considers just how much Obscura really sees the Obfuscators as "family," and whether or not that would muddy things. This also goes to the DLC Knights to a lesser extent, although not so much pairs between DLC Knights and Vanilla Knights (which are still considered crack).
- There is a large debate on whether or not the various jabs at other works are either standard Take That! jokes not much more mean-spirited than the likes of jabs delivered by shows such as The Simpsons
- Many things relating to the DLC:
- Captain Obvious Reveal:
- Obscura's true identity is an odd one. While Posy (correctly) guesses as soon as after beating the second boss that Obscura and Priscilla are the same person, Priscilla still tries to throw a bunch of red herrings to try to get Posy of her trail, and this ends up trying to trick the player as well. The key word being tried. Some players have said that they would have been fooled by the red herrings or thought that Posy "identifying" Obscura as Priscilla was the actual red herring, had it not been for the repeated incidents that try to joss it, which just makes the theory more suspicious. By the end, the majority of those who were shocked that Obscura is Priscilla were surprised because they thought that following through with the twist would be too obvious, even if it wasn't for Posy correctly guessing it and the red herrings trying to throw players off. However, Sakura being the true villain of the game is considered more of a genuinely surprising twist.
- The True Final Boss of the Dream Arena's identity was long predicted even before the announcement of DLC, let alone the long road to all three packs. Zelpea appearing in the game in some capacity was widely theorized, if at first through updates, [...] Once the Umbral Pack came out and the subsequent update to the base game revealed the "expanded" Dream Arena, with hints that the bottom of the hub world held a special "Nightmare Gauntlet," almost everyone who read Biome Artists put two and two together and figured that the boss at the end would be Zelpea due to her association with nightmares.
- Catharsis Factor? Most of the "final" bosses have some form of this.
- While she's long since revealed several sympathetic qualities by the point you face off against her, Priscilla still ultimately spat on a clothing-optional county and you spend nearly the entire game going through at-times difficult and frustrating missions cleaning up after her. All while she's fairly arrogant and backs up that ego with a difficult boss fight. Having the six Thread Knights stand up to her, turn on her, and you play as them as they one-by-one fight back against her with overpowered versions of their spells is satisfying. What's more is the normally peaceful and reasonable Zoap suddenly snapping and throwing everything he can in the final part of the fight, also not holding down, with Arime, Posy, and later the Elements joining in on a massive beatdown.
- Sakura, as the true cause of the game's events and a relentless bully who employs other relentless bullies, makes for an even more satisfying showdown. And, appropriately, her endgame Clipped Wing Angel portion is longer, and has a moment of all the Elements attacking her individually.
- Fashion Man is a massive asshole, and while he lacks a "reverse boss rush" (which is understandable, given that that would mean playing as fifty-four other characters just for one segment to give the DLC Knights equal billing and it would drag things on by too much), the combined DLC ends with whailing on him silly as almost everyone under him turns on him. Making things better, if the Good Ending was obtained prior, Priscilla herself chews him out for taking her idea and mis-appropriating it to something that completely goes against her intentions.
- The True Final Boss of the Dream Arena (excluding the optional Iris match): It's Zelpea. While not the same Zelpea as her Biome Artists self and thus not having done the same actions, everything about her self in this game paints her as being just as much of an abusive, evil little shit as herself in the webnovel. So it's satisfying having the final battle against her, which is also after a long gauntlet of almost every other boss in the game, play the catharsis angle straight after Biome Artists subverted it. Here, there's no guilt or Zoap getting attacked psychologically involved — you defeat her in a fight, twice, and the battle ends with the Elements all collectively firing a massive beam of pure energy at her. They also unknowingly use her Pre-Mortem One Liner ("See you in Hell") against her, making for a satisfying Ironic Echo.
- "Common Knowledge":
- That Zoap, Arime, and Posy are "part of the Elements." This confusion stems from how the former two's Biome Artists counterparts are part of the Elements there, but in the context of Depict Quest, "the Elements" only refers to the team of 100 vigilantes/superheroes that act as Zoap/Arime/Posy's de-cursing clients.
- Characters exclusive to the game don't have counterparts that exist in the world of Biome Artists. Water heavily implied that everyone might, but there is no direct parallel universe magic or counterpart thing at work — the characters would only show up if it's part of the plot. He confirmed that the Lawsons do exist in the realm of Biome Artists, they are Green Regional Humans, and they live much happier lives than their Depict Quest selves, with Lily still being alive and the whole family still being together. Priscilla is currently running for Green counsil, and unsurprisingly takes a very firm anti-Zelpea stance. Priscilla also has few issues with the nudity of the Biome Artists world given that it was never simply the nudism that she hated in Depict Quest, but rather the sexist culture that it sprung around, and she simply treated the nudity like a symptom to be addressed later. Whether Zelpea "exists" in Depict Quest is deliberately being kept ambiguous for the time being. Even the appearance of her in the Dream Arena is an Ambiguous Situation, since there's no hard confirmation on whether or not Zelpea is in the "real world" or if this is just some elaborate projection that happens to resemble her.
- That the Elements were censored by the given Knight whose signature method is similar to what it is covering them, so Alexia and other "plant-covered" ones by Branch Knight, etc. The confusion comes from how cutscenes would show civilians within a given area infected by their respective method with said method "breaking" when the Thread is destroyed, and how it seems like the obvious way the Obfuscators would act. It's explicitely stated in the game that the Elements aren't covered in this way — or rather, they were hit with the more "generic" and "common" form of the cursenote , but quickly undid it with a Cloth Magic spell circle they crafted on their own using magic-infused DNA of Cloth Mages, and then Obscura sent Steam Knight to unleash a much more powerful version of the curse out of spite that is based on their general magic types/"wardrobes." Also, many of these instances would be crossing over the Eastshore and Westshore incidents (Pixel Knight having Obfuscated some of the "pixellated"-esque characters in Westshore when none of the Elements are subjected to that in Eastshore, aformentioned Branch Knight to Alexia) when it is outright said that the Knights only infected their respective county. This explains why the Elements' curses do not go away when any Knight's Thread is destroyed. (Steam Knight's curse can only be undone manually per person, Word of God says that this is just an excuse to have the characters still be infected in the Playable Epilogue and needing to be uncensored there so that players wouldn't just rush to the final boss.) As for the Westshore "Elements," they were cursed by Bunnymaid Knight in a similar fashion, as Bunnymaid and Steam Knight are meant to be "parallels."
- Disappointing Last Level:
- For the base game, Obscura's Lair is divisive at best. While some like the aesthetic and providing several Shocking Moments back-to-back, many players find it a massive Difficulty Spike even if most of the missions were all done before, and how the place is a glorified Boss Bonanza and how it drags on too long. While it is possible to save, quit, and even come back in after getting items, it's still a long rush of drab monochrome environments and little in the way of Element interactions or introducing quirky new characters. The fact that the Golden Ending still requires going through the three boss stages and just adds another, even longer True Final Boss that is a borderline Boss Bonanza in of itself does not help matters.
- Each of the three DLC packs have this issue, both individually and the "special content" for having all three together. For the individual packs, it's the opposite problem of Obscura's Lair: Defeating all eighteen of the pack's Knight bosses grants access to a boss fight... that's very underwhelming compared to Sakura or even Obscura, both in terms of difficulty and presentation (each boss only has two phases, as opposed to Obscura's three+Clipped-Wing Angel part and Sakura having at least six), and each pack on its own has a somewhat lacking ending. While beating all three DLC campaigns gives a more definitive ending, the only unique content is in the form of four bosses, two of which are exclusive to the already divisive Dream Arena.
- Discredited Meme:
- Saying anything along the lines of "Looks like (Relevant to censor method) Knight is behind this" over any instance of censorship, particularly in anime that censors its broadcast version to increase sales of the uncensored cut, became this from sheer fast overuse. Water has highly discouraged making remarks like this because nudity-censoring happens so often that trying to trace every instance back to Depict Quest would get old very quickly. These have also been banned from the official Biome Artists subreddit (which, as the name suggests, also covers its parent webnovel) resulting from a day where most of the posts were simply unaltered screencaps of anime using Lens Flare Censor or similar tricks and posting nearly identical titles regarding the relevant Knightnote .
- Draco in Leather Pants: Almost every villain is given heaps of this, given that many of them have shades to their selves and there is at most only one "completely" evil character. Sakura, the aformentioned "completely" evil character in that she does not appear to have any positive traits, is the largest exception however.
- It's true that the Obfuscators are more morally gray than black, and absolute saints compared to Sakura and company, but they're still a band of extremely volatile brutes that still willingly caused mass amounts of property damagenote and all of them attack the gang unprovoked. Their tragic backstories, generally amusing personalities, aformentioned being better people than the actual mastermind (or Fashion Man), and their mild Heel-Face Turns even in the Bad Ending where the six Thread Knights turn on Priscilla have convinced some players that they aren't all too bad, and more "morally gray" than flat-out villains. Some even agree with a few of their points, or think that Posy should have been completely okay with the idea of them befriending the Elements after reformation. Of them specifically, the Quirky Miniboss Squad and the three "heads" have two different flavors of this:
- The six Thread Knights have more ammo in that they actively rebelled against Priscilla and they used to be heroes who had fought against her in the past.
- Some players latch on to Insa's fallout with Nat and/or her going to poverty, or blame the unseen "Intelligence" for
- Even the Elements, already a heroic bunch, are softened even more with their ruder sides taken out of
- It's true that the Obfuscators are more morally gray than black, and absolute saints compared to Sakura and company, but they're still a band of extremely volatile brutes that still willingly caused mass amounts of property damagenote and all of them attack the gang unprovoked. Their tragic backstories, generally amusing personalities, aformentioned being better people than the actual mastermind (or Fashion Man), and their mild Heel-Face Turns even in the Bad Ending where the six Thread Knights turn on Priscilla have convinced some players that they aren't all too bad, and more "morally gray" than flat-out villains. Some even agree with a few of their points, or think that Posy should have been completely okay with the idea of them befriending the Elements after reformation. Of them specifically, the Quirky Miniboss Squad and the three "heads" have two different flavors of this:
- Epileptic Trees:
- A widely-spread theory through the base game and first two DLC packs was that Sakura was either a direct incarnation of, or the closest thing the Depict Quest verse has to, Zelpea Blossom. Reasons being that they both have some name relating to blooming (Sakuras being cherry blossoms) [Yes I know Sakura is a placeholder name but still, it might be involved somewhere in her in a better idea], both being Hate Sink main villains, and having similar abilities relating to manipulation (Sakura using machines that implant themselves in people compared to Zelpea directly puppeting others with magic). The Offspectral Pack's release and combined campaign, if not completely jossing this, puts a serious dent when Zelpea herself finally "appears" in the Dream Arena after Sakura and interacts with her. Said "interaction" is Sakura being scared shitless of Zelpea and Zelpea appearing to loathe her, before oneshotting her. Those who still believe in the theory rationalize this as some kind of Other Me Annoys Me, or that since Sakura isn't the "real" one but a memory/dream projection, Zelpea (who may or may not also be a projection, but Sakura is) was disgusted in a "clone" of sorts that failed to defeat the gang.
- Mr. Lawson [I'll come up with a first name for him I promise] being an established character is another one, despite the lack of candidates as there are very few characters whose age is around his. When the DLC campaigns were released, Fashion Man became a popular choice given how he is blatantly foreshadowed as being important. Like with Sakura being some kind of "incarnation" of Zelpea, the Offspectral/combined campaign put a dent in to this when Priscilla directly interacts with him and treats him as more of an annoying misaimed fan than a husband that ran away. Any idea of him being disguised is also heavily disproven with him having his own history and life that, based on the existence of his son, seems to be legitimate.
- Evil is Cool:
- The Knights on both Shores of the continent were meant to invoke this. The idea behind them was to have a "nudist versus prude" storyline where the "prude" side were actually competent, powerful, pulled off several impressive feats, and looked attractive, and in essense were meant to be a set of steelman arguments against nudity, because Water disliked how one-sided and preachy several other nudism-focused stories were with the message. It was also something of a social experiment, to intentionally "glorify" the anti-nudity side of a game that is very blatantly pro-nudity and fanservicenote .
- Misaimed Fandom:
- A portion of players have thought that the game was preaching a one-sided stance entirely in favor of nudity over wearing clothes, and that it was basically arguing that everyone should be nude at all times, with technology similar to "temperature regulation" from the game being an ideal invention to prevent weather problems. The actual message is not "nudity mandatory" so much as "clothing optional," [...] Water has even said, directly and blatantly, that the character of Viathan (a perpetually naked woman who has a deliberately monstrous design and is first seen trying to kill a civilian, instantly establishing her as eviller than the Obfuscators since they have a strict no-kill policy) was meant to pre-emptively mock "nude supremacy" (and Insa was meant to mock "public nudity as long as it fits what I personally find hot"), but the point of her character flew over their heads.
- More Popular Spin-Off: The game gained significantly more attention than the parent series Biome Artists. Generally because it's much easier to get in to (being a flashy video game as opposed to a lengthy, wordy webnovel that goes a bit darker on average), the nonlinear nature allowing for faster pacing and less threat of Arc Fatigue, and generally being Lighter and Softer meaning there's less potential for Angst Aversion or needing to get through Zelpea's occasional violent scenes.
- Most Wonderful Sound:
- The ripping sounds of destroying a Thread, followed by the "END OF CHAPTER!" jingle, after defeating a boss.
- Based on Super Smash Bros., the game has an announcer that will say "CONGRATULATIONS" for completing a certain trial, and "WOW, INCREDIBLE!" for completing harder trials or certain "easier" ones on a higher difficulty. New to this game is a third tier of impressiveness, "HOLY SHIT! UNBELIEVABLE!" This only plays for getting Diamond ranks across the board on normal missions, Platinum/Diamond ranks on a Brutal Bonus Level, or simply clearing the Gauntlet of the Boundless Lands [I'm torn between this or "Gauntlet of Nightmares"] at all, and it is always a treasure to the ears, since this is always very much earned.
- No Yay:
- A sect of fans thought that the jokes where Priscilla unintentionally slips something suggestive-sounding to Zoap and her suggestive battling in the second phase were more creepy than funny, given the overwhelming difference in age (25 to 68) and especially power (ordinary farmer citizen to president). Even many who didn't mind these did mind how Priscilla is also a Shipper on Deck with her daughter Posy getting paired with Zoap. Water clarified that Priscilla has no actual feelings for Zoap, but to a few the vibes were that Priscilla supported Zoap with both herself and with Posy.
- Scrappy Mechanic:
- [If I'm evil enough:] The "Hit Rate" is the bane of players going for Diamond ranks. Long story short, the game's score calculates how many of your attacks hit or miss, and while you can still obtain Platinum on that factor/Diamond overall by missing a couple of shots, moreso if they're weaker shots, and thankfully multi-shots will count if only one of them hits [so that any potential "spread shot" attacks won't fuck up this score], it's not that generous of a window. In lieu of having time taken factor in to the score like it does in most games with a scoring systemnote , the player has to make nearly every shot count, which goes counter-intuitively to most top-down shooters/action adventure games.
- The scaling system isn't well liked, to the point where it had been toned down in a patch. [What I have in mind is something like what Epic Battle Fantasy 5 does, where... to my knowledge, mandatory content isn't scaled (bosses might I haven't checked) with the final boss being the only exception(?), but optional content does] Obscura's Lair and a few optional areas/quests have enemy and boss health scale based on several variables, meaning that if you play your cards wrong, it's possible to make these challenges harder than normal by doing more side content. It contributes to Obscura's Lair being a Disappointing Last Level, as it acts as a hike in difficulty if the player has done too little or too many side missions, practically unless they have completed all the missions and/or some of the difficult side content, which feels like it runs against the game's nonlinearity. The DLC makes things worse, as the formulae are significantly more complex with the addition of several "mid-lategame" campaigns
- That One Boss:
- Base game:
- Hair Knight was meant to be the penultimate of the six Thread Knights, yet several veterans of the game encourage new players to try saving her for last. Her main gimmick is that she's a Mighty Glacier, having slower attacks at the cost of these attacks dealing more damage than average.
- Even for a final boss, Obscura manages to be more brutal than her Co-Dragons, and that is no easy feat. She doesn't just have one gimmick, either; she combines Hair Knight's aformentioned three Strands of damage by default, Bar Knight's flash-blockades, and initially uses one attack from each prior Obfuscator boss. But much faster. Combined with having a huge health pool, and it's not uncommon to have many players say that they find the True Final Boss easier than her; it makes sense from a narrative standpoint for several reasons, but it's still a brutal showdown. Making it more of a kick in the teeth if the player ignores the clues leading to Sakura and defeats Obscura on the Bad Ending, as getting the Good Ending requires fighting Obscura/Priscilla again to fight the aformentioned True Final Boss.
- Base game:
- That One Level:
- [???]'s mission is notoriously difficult to complete with any rank, let alone Diamond.
- That One Sidequest:
- The Dream Arena. It contains a gauntlet of several Boss Rushes, and beating them all unlocks a singular grand final rush of nearly every boss in the game, plus two new bosses — the latter being a superboss — at the very end (that cannot be practiced against until at least attempting them in this mode, so for a new player their first experience with them will be with no prep time at the end of an extremely long rush against an unfamiliar and difficult endboss, the only training being before having to do the whole thing all over again). The only exceptions are the segments of the Priscilla and Sakura battles where you play as other characters onward (the reverse-boss rush with Priscilla; Priscilla vs Sakura and the entire wood mech segment, which thankfully also includes Heavenly Sakura and the colossal versions of Insa and Viathan).
- [Not-Hank; probably not "Old Man Hedge" but a different Hank-inspired character just to be annoying. So basically this is like the Master in Paper Mario mods, or just in vanilla Paper Mario] is a side boss that becomes increasingly powerful each match. In his final match, he holds the honor of being one of the very few bosses in the game even counting all DLC to have a One-Hit Kill attack that needs to be parried. And he'll use this often. [...] Mercifully, he's one of the two bosses left out of the Dream Arena's Boss Rush mode (along with Iris), although masochistic players can equip his badge to add him to a boss rush (also along with Iris).
- They Wasted a Perfectly Good Character:
- Topless Knight seemed to be poised to bring up an interesting discussion on topfreedom versus "full" nudism and how they can work together or not work together. (Especially because Biome Artists proper was set in a topfree world, and yet covered/discussed "full" nudism anyway from the point of view of characters in a world without/with barely any nipple taboo.) Unfortunately, as a DLC Knight, she gets significantly less focus than the "main six" Thread Guardians (Pixel, Shine, Logo, Hair, Shadow, and Bar), and this "debate" is only limited to a few lines of dialogue that isn't followed up on. Zoap barely comments on this besides giving a loose agreement.
- They Wasted a Perfectly Good Plot:
- The general opinion is that it's not a bad thing automatically that Depict Quest has less world building focus than Biome Artists, but it is a common complaint that for being in a new, more interesting, and "closer to our world" setting, there's barely any of it to begin with. While there's books in the library going over some details, none of the history actually matters much to the game's main plot. Shadow Knight's arc specifically gets flack for this, as the concept of you and the Arc Villain both working together to uncover some hidden ancient undersea ruins is an interesting one, but in practice the history behind those ruins is barely explored and the story is mostly just an excuse to have the Blue Spool fight be set on a cool-looking tower in the middle of the ocean.
- Just putting this here right now: If I ever actually make this game as outlined, I will teleport over and slap in the face anyone who even thinks of adding a What Do You Mean, It's Not for Kids? entry. The art style might be bright, colorful, kinda have this Homestuckish (like I'm mainly picturing the scenery used in the Earth cities, WV Ascend etc) or Pizza Towerish look with a flat palette, but it'd still be clear from any sort of cover art that this would not be for kids and have fanservice as a focus. Like, the tamest "cover art" (eg for something like the Nintendo eshop since there are games that use a tamer form of their art for the shop covers) might be something like Alexia's default/female and "male appearance" with leaves in front of them that still leave it obvious that they're naked. Please stop shoe-horning WDYMINFK for everything aimed at a mature audience that doesn't look like Sawlent Hill. And don't shoe-horn something for younger audiences as What Do You Mean, It's for Kids? with a list of "Look at how much edgy stuff is here." And just a note, I'm a damn good teleporter.
- What Do You Mean, It's Not Political?: While the game has open themes on society and particularly sexism, Word of God explains that these were meant to be general and not based on any one current event. Priscilla is confirmed to not be based on any specific real-life person, yet she's been compared to American politicians on both ends of the political spectrum for one reason or another. Water similarly denies there being any history/political-based reason behind the president of the United States-based location (and, as her daughter, your main companion through the game) being Native American, just that he wanted the setting to be diverse
- Creator's Pest:
- [The bad future, and Nat is unlikely to be this way anyway even if I try to get back in to making this game:] Water has virtually nothing positive to say about Nat, despite and in large part because of her unexpected popularity, because in his words, "Of all the 100+ characters in the game, it feels like so much of the playerbase picked the most boring one to drool over." He dislikes how she has little to her besides being loosely based on Wendy Corduroy just to make Insa's design inspiration of Tambry (and being based loosely on Tambry from a badfic) slightly more obvious, and even threatened to have her Take a Level in Jerkass in the DLC if he was annoyed enough by her fanbase. He didn't really, but he did
- Development Gag? These two might show up in Biome Artists instead/also: Valsa and Cy were scrapped concepts of a "third and fourth protagonist" along with Zoap and Arime in Biome Artists, who were taken out from being main characters when Water thought that juggling four "leads" and the 100+ Elements would be far too much.
- "Creator Reactions:" NeedsMoreDeepWater has an unsurprisingly lax view on 34 of the game in general, given that it was meant from the get-go to be fanservice-y and stars openly sexual characters. (And that he made the entire Biome Artists series and its predecessor Zenith Nymph to try to get people to make fanart of "the Elements" to begin with.) However, he has spoken out about certain situations:
- He has said that pairings involving the Lawsons — sister/sister or, worse, involving either parent — were "inevitable" but not something he encouraged. He isn't disgusted by it, but he tries to avoid associating Depict Quest with it, and as a result has
- When Offspectral was released with official modding tools and a "Developer's Choice" with it, Water has said in the announcement that he will refuse to put in Developer's Choice anything that goes too far against the "spirit" of the game, namely anything portraying the Elements and company as shameful, in sexualized distress, or otherwise submissively. Biome Artists was written in small part because of Water's dislike towards Reluctant Fanservice Girls and how he considers them to vasty outnumber Shameless Fanservice Girls, so his attitude on people who try to turn the Elements from the latter in to the former boils down to "You have literally thousands of other characters that are canonically that, go drool over them instead."
- Word of God:
- The canonicity of the game's multiple routes/possibilities of tackling the plot. Water says it's not set in stone, but he worked out this as a possibility what Zoap and Arime "canonically" did: Logo Knight's arc, the first half or so of the Umbral Pack, Bar Knight's, the second half of Umbral, Shine Knight (and Consuming Viathan), first half of Illuminant, Shadow Knight (and Super Insa), Illuminant's second half, Hair Knight, Offspectral's first half, Pixel Knight, Offspectral's second half, the side content (such as Lucy's Trials; not the Dream Arena) Bunnymaid Knight and Fashion Man, Obscura's Lair, and the "final" and True Final Boss. Zoap and Arime also de-censored all 1,000 Elements by then. In the Playable Epilogue, they also did Richmond's mission and potentially the Dream Arena or some "lore friendly" version thereof. Water has also clarified that no matter what the player does in whatever order, The Stinger with Viathan and Insa on their hoverboard floating about aimlessly somewhere in the countryside is the final cutscene "chronologically."
- All three Lawson daughters were "accidents" and the parents had always tried to practice safe sex; they just had so much sex that even with the advanced birth control technology there were still three slip-ups, and they decided to have the child and raise her in all three cases. Water wanted there to be some kind of postgame confirmation of this, but couldn't think of a way to tastefully put it in without having Priscilla come off as creepy/telling too much information. At most it's implied in Priscilla's second "superphase" of her boss fight, where she
- The Barbie Doll Anatomy is not canon and is just part of the visual style. The main reasons why the game employs this and never shows genitals are to prevent Ao rating-issues with a potential console port without having to change the game itself for console releases, to leave it up to personal player interpretation on whether a given character is trans/has had surgery on the matter, and that the game's themes are pretty much about exploring nudity and body expression aside of actual genitals, which it considers a slightly different subject. Relatedly, Secretary could induce Barbie Doll Anatomy illusions with Cloth Magic in a manner similar to what she applies on herself, but she has never done this to anybody. In fact, Secetary is the only one of the nine Obfuscators who never infects anyone at any point in the plot.
- Like Biome Artists, the world of Depict Quest doesn't really have a Christmas or any popular equivalent, although it may have a Halloween counterpart. "Holiday events" in-game are not going to happen, as with Water's past games, because he hates content exclusive to the clock being set at a certain date.
- Posy was never actually Obfuscated. That odd-looking circle in her bedroom is an emergency counteracting circle that only works in preventing being hit with a Cloth Mage spell, but cannot cure it. She saw the cloud, immediately knew it was Obscura, and bolted in there to protect herself.
- Despite the Our Humans Are Different standards and how "the races" are different compared to how they were in Biome Artists, Water has confirmed that "anthro-looking" people still don't exist. Everyone has a human base and possible animal features, rather than being animals given
- The rough approximate canonical time frame of the Couple's stay in Eastshore (and teleport trips to Westshore) is about three months, or ninety days. They also spent most of that time hanging out in Eastshore, not so much in Westshore, especially as they didn't book a hotel in the latter. The short stages spent de-obscuring a person is not Gameplay and Story Segregation; de-censoring actually can be done in half a minute to three minutes, and because of this the Couple de-obfuscated many Elements per day, just like what the player could potentially do. Water says that Zoap and Arime decensored an average of twenty Elements per day, and spent the rest of the time obtained from doing the math by either hunting down the Knights or just enjoying themselves as a vacation. Water compares the "whole story is set in one region during vacation" premise to Gravity Falls, with the big differences being that it's a gigantic city instead of a small forest town and that there's a second city in the side story.
- Eastshore's direct American city influence: The Entertainment District is most obvious inspired by Las Vegas, Nevada. The Seaside is inspired by Miami, Florida. Downtown [...] Westshore by contrast has almost no direct inspirations in any of its fifty-seven known areas,
Cool Shit That Happens
- All of the scripted events when the Knights are on their last legs:
- Logo Knight takes her wind-generation to its logical conclusion by spawning a gigantic trio of tornados that go off the cliffs you've been overlooking. They kick up enough storm to destroy the cliffside and even the school its own, throwing the Couple and the Elements in to the air. Yet Zoap and Arime continue to fight her in the sky, falling off the cliff, almost like nothing has happened. This ends with a quick time event where Logo Knight throws the entire school building at Zoap and Arime, but combine their energies and cleave both the school and all three tornados clean in half. Bear in mind that this is the game's Warmup Boss.
- Bar Knight creates a giant cavein of the entire cavern mines, also splitting open a fissure deep enough to breach magma,
- Pixel Knight's desperation moment has her hopping on a missile and riding on it. Only slightly nervous, Zoap/Arime/Posy end up hijacking another missile and ride on that as well, and they both surf across a giant industrial bed of lava while Pixel Knight's various bombs go off, destroying a huge chunk of the factory behind them.
- [Hedge?] progressively gets stronger each time fought. The seventh time, he essentially goes Super Saiyan, being surrounded by a gold aura [...] The tenth and final battle, he undergoes a transformation that gives him a green aura, and opens the battle with one of the few true One-Hit Kill attacks in the game. Parry this move, or
- The fight in general is set in a Pocket Dimension of his creation just so that the ensuring battle wouldn't cause massive destruction to the planet. From
- The True Final Boss sees a visualization of the "100-fold plant mecha" from the finale of Biome Artists Part I. The gang create it
Jokes
- The jist of what the gang will have to go through is set when they head to their promissed five-star resort... just so see it get cut in half by a gigantic chainsaw from Logo Knight. And then Pixel Knight comes by and lights the rest on fire. The other Thread Knights show up only to stomp on random burning bricks. Selling it are the reactions of the trio: Arime is pissed, Zoap looks more saddened that he won't have a giant luxury to stay at, while Posy just has a look that says "Oh, that's disappointing."
- In Biome Artists, Alexia's Establishing Character Moment was a bait-and-switch where she was introduced as a calm and wise expositor teaching a class of schoolchildren in a museum, before her Cluster F-Bomb side is revealed when she's laid off. Depict Quest does the exact opposite of this, with Alexia being introduced by slamming the door to Posy's apartment, angrilly huffing over, slapping a lot of money on the living room table, and then demanding that the Couple de-obscure her. After they do, Alexia suddenly tries to don her "calm, motherly nature guide" persona after,
Heartwarming
- The Knights have an odd sense of Aw, Look! They Really Do Love Each Other
Both
- Colors are Water's Author Appeal, so there's a lot of color theory-related things across the series:
- The overall color scheme of the [Not-Nymphs], at least the "main" group, is based on the additive RGB color model. Their major opponent groups across both stories are based on other models, but only the "main colors" of them: the Big Four and Zelpea together make the Munsell color model of five primary hues (red for Kat, yellow for Energy, green for Pearl, blue for Scraps, and purple for Zelpea [the blue and green colors of that actually were what I was picturing Pearl and Scraps' colors to be so that works out really well; Kat I was thinking a darker red and Enery more of an orange-y yellow but whatever]), and the Thread Knights are based on the CMYK model (the hex colors of their text boxes match the approximations given on Wikipedia rather than the usual FF-full brightness of the "main" Elements).
- There's a smaller but recurring theme of red/green duality and blue/yellow duality. At first, this might not seem to make much sense, given that these are "opposites" on different color models, but this is based on the opponent process of how the human eye perceives color.
- Complementary colors are everywhere:
- Zelpea and the Blossom Kingdom have a strong association with magenta. The Kingdom is enclaved by the Green Region, also their main enemy,
- The Knights of Depict Quest. First, the "recommended order" always "pairs" them in opposites — Logo/Bar (green/magenta), Shine/Shadow (yellow/blue), Hair/Pixel (cyan/red). Second,
- In Biome Artists, a region's "hold of power" so to speak by the time of the beginning of the story generally seems to be proportional to how "obscure" or known a color is among the general real life public. Aside from the Metropolis (neutral land), the four superpowers are Green, Blue, Red, and Yellow; AKA the four "unique hues," very distinct, and in almost anything that uses a four-color system, expect those (or at least three of them) to be those colors. Next are Magenta and Cyan, in that order; "purple" or "pink" (magenta being used as a stand-in for those) are often the "fifth color" [...] The Tertiaries are next, and Orange has the most influence of the six of them by a good margin (even rivaling Cyan and Magenta), with orange being widely considered part of the rainbow and even labelled as a secondary color in the very common RYB model.
- The color magenta doesn't actually exist as its own light wavelength; the spectrum from red up to violet do have corresponding wavelengths as individual light, but magenta light can only be "made" by combining red with violet and/or blue, and the color we see is our mind making up an average of them. This fits with the more generally "alien" nature of regions in the magenta range, especially since their spectrum neighbors that are on the EM spectrum are still more "familiar."
- What would be the "lack" of color? Well, of the hundred "East Continental" Regions, the four "non-spectral" ones provide each of the four most likely answers to that: White (using a paint/dye/subtractive model), black (using a light/additive model), gray (simply averaging them out or considering gray as the "dull" or "monochrome" color), and colorless ("clear" can also be interpreted as lacking color, and it is literally called "colorless" in the context of chemistry).
- The premises of both stories also connect light/vision in some way: Depict Quest is all about perception-based magic, vision and obscuring it being a major part of the story. Biome Artists is a little more subtle when it comes to its main story, but unity and mixing together are prominant themes, like colors being mixed together in an art canvas. Or, for the most obvious case, the Elements perform literal biome art in the latter story. Another way of looking at it is that Biome Artists is "subtractive" or paint-based ("the colors," the Elements, coming together like paints and mixing, also getting darker — as it's the darker of the two stories — and the main trio of Zoap, Arime, and Zelpea form the subtractive CMYK model), while Depict Quest is "additive" or light-based (about enabling others to see nudity, ). [Yeah I dunno about this one. EDIT: After thinking about the Knights being CMYK, I'm really unsure. And heck I'm not even sure if I want that to be the case, given that Biome Artists is infinitely more likely to be a thing (I mean, I'm actively writing it) than Depict Quest, ]
- Water hasn't confirmed, but he has leaned that almost if not everyone from either story exists in both universes, although the Elements are some of the very few active constants across both stories. But based on what is known of each group of characters, it makes sense that they'd want to get involve with the plot of one verse yet not the other considering the setting:
- Depict Quest is set during a time of peace, while a lot of the Biome Artist recurring characters are combative in some degree. Hedge was straight-up retired, and only came out of retirement once the Grime Crime started picking up steam and later when Zelpea and the Blossom Kingdom went active. While Biome Artists is technically in a time of peace prior to the Blossom Kingdom's assault on the rest of the world (which doesn't happen until several chapters in), it's still far more tense as the criminal empires are much more active; most infamously is the cannibal black market, which seem to lack a counterpart in Depict Quest.
- The Relics do not appear to exist at all in Depict Quest, which were a major source of power that the Big Four and Zelpea fought over and relatively easy tickets to taking over the world. Without the Relics, Zelpea also does not have a birthright advantage superpower; even if she was a Cloth Mage, Cloth Mages in Depict Quest are far more common than people in Biome Artists who can touch Relics, so she isn't nearly as unique
- Nat likely has the exact same job in Biome Artists, as just being an ordinary shop manager. She's just in a town that the Elements happen to not visit, having no reason to go there.
- Water has confirmed that the Lawsons are in Biome Artists, and that they are a relatively ordinary family
- While Arime is present with a major role in both stories, that role is different.
- Both verses actually are in "topfree" worlds. It's just that in Depict Quest, male nipples are seen as taboo, whereas the big difference between Biome Artists and "western" culture is that female nipples are not. One of the Library books of Depict Quest even says that this originally was not the case, but various activists towards equality managed to get standards to lean... so that male nipples were shunned as well, but since this was no longer a Double Standard, most people who weren't nudists considered this a victory and were content with this direction as-is.
- More accurate, Biome Artists lacks a taboo nearly worldwide, while Depict Quest is in a world that is firmly split on the issue, to Serious Business levels. The obvious is that Westshore and Eastshore do not have the taboo due to being, well, nudist counties. But Flyby
Biome Artists
- The people of Dualite near-universally consider the skies/space to be ominous, and their closest version of "Hell" aside from whatever Zelpea believes/knows about, while to them their "paradise" is deep below the ground and at the core of the planet. So, an inversion of the common "Heaven = up, Hell = below". When you consider that their planet was once hit by a meteor that left most of the surface uninhabitable for millennia and that everyone except the future Humans and Saypants only survived this by hiding out in vast underground complexes rich with life, and that the Overgrowth is theorized to have come from something on that meteor, this makes sense.
- It's little wonder why Atbash hates the current Biome Artist system; every major villain except Zelpea has passed the Entry Exam, and her big beef is that it does not filter people by morality good enough. While being criminals means that the antagonists do not have as much power as they had many priviges stripped, they're still legal Biome Artists of different, usually high, ranks, and had managed to obtain most of their starting resources (which they then used to massively expand on their criminal empires) back when they were respected and trusted,
- Zelpea is the ultimate "anti-Element" in several ways thematically:
- The Elements, as the sort of "ideal united global" Biome Artists, have a strong association with all wakes of life. Zelpea not only has access to instant kill tools in the form of the Relics, making her a figure of death, but she also becomes the world's first (and currently only) zombie during her final showdown. If her knowing about "Hell" hints that she knows of whatever actual afterlife the Biome Artists world has, she's also the one main character who knows of whatever sort of underworld lies there. In short, Zelpea's the closest representation in the Biome Artist world to death itself.
- The Elements collectively have a loose ant motif. Zelpea has a stronger spider motif. Spiders are major predators in the bug world, and unsurprisingly many of them eat ants. And Zelpea wants to literally eat the Elements (except Zoap). Zelpea also specifically has a theme of ant-mimicking spiders; she starts out the story as a loose ally of Zoap's, if a jerkass, before turning out to be Evil All Along and far worse.
- While the Fantastic Racism issues of the world have mostly been settled, there still seem to be some slight subconscious biases that haven't been resolved completely. While Humans have spread out to most of the world, the majority are in the Green Region. As the Green Region seems to be the closest to their home "Neutral Lands" out of all the Regions and one of the easiest places to get the jist of ("forest but bigger," contrast to water/fire/lightning/etc plants),
- When Alexia is telling off her parents and brings up that they can't even claim to be the scariest people in her life, or even crack the top ten, she considers Zelpea the scariest person. It would make sense considering that Zelpea is a princess/dictator who has mastered two extremely powerful Biome Arts and has special artifacts that could instantly vaporize her and her friends... except that in most other situations (until the endgame of Part I, which happens far after this), Alexia treats Zelpea like a joke, brushing her off as moreso a tantrum-throwing idiot, and showing less fear when up against her than other villains like Rot or Kat. There's a good chance that Alexia is lying about considering Zelpea the biggest threat (at the time); she knows her parents hate Humans, so Alexia's deliberately trying to get under their skin by claiming that a Human leader is outclassing them in holding fear over her. Given that they also want to overthrow the Blossom Kingdom, it's Alexia's way of taunting them for not coming anywhere near that goal.
- Dragon merely being nice disproves Zelpea's entire "philosophy:" She's made from/"cloned" from Zelpea, a ruthless tyrant, yet is much nicer than her and at worst a Punch-Clock Villain, showing that Zelpea's wrong about hatred being hereditary.
- The Elements represent "stable" life. Zelpea represents death. The Overgrowth represents too much life, ie cancer, and has vague comparisons to cancer within it. In fact, if you consider the "regular" characters and animals to represent cells (as the ancestors to all races are basically "cell people"), the Overgrowth suddenly feels like macroscopic, surreal takes on cancer cells, in particular comparing the False Losts (the most "humanoid" of the known Growths) to the 1,002 races. Growths — at least the Layer 1 Growths seen — are on average larger than land mammals, look deformed,
- Another interpretation of the Overgrowth is that it is negative life. Being around life harms Growths and eventually "drains" them, while being within the Overgrowth area weakens "normal" living people, [...] And going with Zelpea being death, she is pretty much in the middle at "zero life." It also fits with Zelpea still being opposed to the Growths and zapping any she comes across when hunting the Sword of the Center. (In fact, one of the original plans was that the Relics could be used to "tame" Growths, and they wouldn't attack Zelpea, but this was scrapped.) The Wasteland can also be seen as "zero life," so fittingly, Zelpea takes to that as her hideout after she escapes rehab and after Chartreuse gets reclaimed from her invasion.
Depict Quest
- Why don't the Obfuscators attack together, with none of them actually coming to the aide of a given Knight when the Elements fight them despite each Knight being a One-Man Army? Their abilities don't mix very well together. It's explicitely said that Shine Knight and Shadow Knight's powers, unlike the "common" light/dark magic seen in Biome Artists and implied with the Elements proper, would outright cancel each other out. Hair Knight throwing her own hair everywhere would be a lot harder given that the other Obfuscators enjoy throwing around all sorts of weapons and explosions; they might sever some of Hair Knight's networks (and cutting her hair is much easier with other Cloth Magic, which all Knights use), and Hair Knight needs to still have her hair attached to her in order to control them. Pixel Knight uses bombs that are very easy to set off, and is very methodical in
- Each Knight's personality in some way reflects on their censor method, or at least the common way their censor method is employed/seen:
- Logo Knight's is almost spelled out, icon censors are typically used as way of promoting a premium uncensored version of something, either on disc or on the person's page. Logo Knight does this, being an artist that
- Censor bars are almost regarded as an old cliche, and they're pretty simple to produce and plain in appearance. Bar Knight is a traditionalist.
- Lens Flare Censors are applied much the same way as "logo" censors,
- Censor Shadows are a more subtle method, and Shadow Knight's the most quiet of the six. Shadows also tend to be used to cover gore rather than nudity, commonly in anime, and Shadow Knight is relatively violent compared to the others.
- Godiva Hair is often used as a more "dignified" method of coverage, on figures such as goddesses or mythical nature entities. This is close to how Hair Knight presents herself,
- Steam Knight's close to being the odd one out,
- Obscura is supposed to represent the act of just wearing clothes by itself. [...] And regarding Obscura being the leader and having the "final say" in everything, well, if a person is clothed there really isn't anything to censor to begin with, is there?
- WNOoNP gets (verbally) shat on by the Elements, Obfuscators, and Sakura's gang all at once. And the former do not just mock them for being ineffective; they dislike their general attitude altogether. Why? Because they're some of the few characters in the game who think of nudity in general as "weird" and "bad" and only dress in their sword-skirts because they're convinced that they need to to avoid Cloth Magic, not because they want to. This goes against the philosophies of all three factions: The Elements are of course open nudists who see nothing wrong with going around naked and hate this practice being considered something "weird," they're the obvious one. Sakura's team are also pro-nudity, but corrupted either in blind fanaticism (Viathan), fueling their own desires (Insa), or for profit. (Sakura.) The Obfuscators might seem like the oddball... except that almost none of them actually flat-out hate nudity or find nudism "A thing weirdos do." Obscura/Priscilla is really against the corrupt, objectifying standards that she thinks is far too interlinked with a "shamelessness" of media displaying nudity, but has no issue with personal expression. The Knights are semi-reluctantly working with Priscilla; they follow her point there, but otherwise also see no problem with nudists deep down. The only character on the same general "wavelength" so to speak is Secretary, and fittingly, she never directly insults them and seems to be the one main character who actually supports their beliefs.
- Arime's general discomfort with Shadow Knight could be chalked up to a few things:
- Meta Leaning on the Fourth Wall: Both characters took inspiration to different extents from Roxanne Richter. [Holy shit I think this is the first time I've ever confirmed this for either character huh.] Arime probably thinks of Shadow Knight as some weird uncanny almost-clone of herself.
- Shadow Knight's big quest involves unearthing some ancient ocean ruins. Arime in both continuities has a slight "unease" about the ocean in general, not to phobia levels,
- Flyby really becomes Flyover Country with the DLC, as the gang flies all the way over it to go from Eastshore to Westshore. The recent invention of the teleporters prevents this from being a repeated
- Why does Hair Knight deal more damage than the others? Of the "censor methods" of the Spool Six, hers is the only one that involves physical, tangible objects.
- Westshore as a whole is roughly crescent-shaped; it has a wide northern section, and a wide southern section, but the middle part and especially what would be the east of the spot between the North and South is not part of the county at all. Eastshore's "west" side is also relatively barren, containing just the Energy Mines and some farmland with a pretty low population. Consider that the two cities have very bitter rivalries with each other and their mere names, and it's likely that they've deliberately reshaped themselves so that there isn't an "East Westshore" or "West Eastshore" to avoid confusion; and considering the general outlandishness of the setting, this is something plausable.
- The Pit in the Umbral Pack DLC is a long drop the Couple/Posy enter by jumping in to, and most of the Elements there have "tops" forced on by the curse but little to no "bottom" coverage. It's a Bottomless Pit.
- The DLC Knights are in-universe Sailor Earth characters. They fit the "template" of the Knights generally, except on closer inspection, they run in to some problems with several similar Sailor Earth OCs. There's several redundancies that the initial Obfuscators did not have (several censor methods that fall under Gag Censor like Logo Knight, only with different icons)
East Continents/Eastshore:
- 48 primary, secondary, tertiary, quaternary, and quinary colors in the RGB color wheel. "Fully bright." (FF whatever in terms of color hex.)
- Also white and gray; these 50 make up the "Yellow Moon Regions?" Zoap will spend the Yellow Moon Saga eventually getting one person from each Region added to the party. The Chartreuse one, Kristen, may be the final one of the group, although the two non-chromatic (white and gray) may be the third-to-last and second-to-last.
- 48 of the same as above, but dark. (7F whatever.)
- Black and "colorless" (clear); those 50 make up the "Blue Moon Regions?" Arime already has one person from each of those Regions forming the Grime Crime by the start of the story. The way they "join the Elements" is a bit more complicated;
- Humans and Saypants are associated with "ranges" of colors, or multiples. The Not-Nymphs are mono- or at most dichromatic (and said dual-colors tend to be a strict "theme" or "pair" to each other that compliment in some way), while Humans/Saypants can have any color scheme (eg Zelpea's magenta and black, but also she's got tannish skin and yellowish-blonde hair)
West Continent/Westshore, things are a bit messier:
- So there's still groups of 50 sort of, but there's just more than two. In particular I'm thinking like... twelve? sets of fifty. At various lightness/darkness values. (So, overall we're up to 700, counting the East stuff.)
- Most of these colors are at "full saturation" since once you decrease that saturation they really blend together.
- The "last 300" or whatever are an idea free-for-all basically.
So basically for a "color sheet," picture something like this, but cut down to 48 hues (there's 54 in that image), all exactly spaced out 7.5 degrees on the color wheel, make that grayscale section a bit larger, synch up the "mutant" spot to match the rest of the spectrum instead of being offset, and add more colors that are washed out and lighter (since that only has the full saturation ones). There aren't equal amounts of "dull"/"light" as there are
I kinda like the approach Paper Mario: Color Splash goes, where you start out with the primary colors, then move on to the secondaries, but like it's in a gradual shift. Like, the Red Big Paint Star Arc only sees you go through courses in the primary sectors. It's not until you start the Yellow Arc that you can unlock the orange and green levels, and the Blue Arc that you unlock the purple levels. I want DPQ to do a considerably more complex version of some shit like this where Logo Knight's "set" covers the "main" colors — the primaries and secondaries of both the bright and dark shades, and four of the bright tertiaries (all but chartreuse and spring green) — which are also the relatively "main" members of the Elements in Biome Artists, but then once you branch out to the "sets" of the other Knights, most but not all (to not look overly one-color scheme and have little bits of variety, there are some Elements in a set tied to a Knight that don't fit in color-wise) fit in the general range of the respective Knight. Most of the yellows and chartreuses are in Shine Knight's set, Hair Knight has the cyans and spring greens, Shadow Knight the blues and azures, Pixel Knight the reds and oranges, and Bar Knight covers the pinks/purples/violets and has a bigger range to make up for Logo Knight, the "green" one, not actually housing only greens but instead a variety.
All names are case-insensitive. It works like Bug Fables, where you put them in the name of the file, and they can be stacked on each other.
While all codes can be entered regardless of game progress, even on a completely clean-slate file across all save files, the codes are said in-game by completing certain requirements. [Bug Fables does this. You could just enter the codes right away if you knew them, but going certain things will have a character inform you that they exist.]
OHK
- Other names: OHKO, ENF, ENM, ENPAll attacks cause an instant game over, bypassing any damage-reducers or Mantle-shields of any sort. This is meant to be a joke mode, and while possible, the game is not balanced around this being enjoyable. Not recommended. At all.
- All attacks will instantly KO the player character.
- This does bypass the "free hit" from the Horizontal Mantle, also making this Pin (and any positive Pins relating to health) useless.
- [DLC icon] With the [One of the packs I dunno] installed, containing the Manaheart Pin, this no longer applies, as health and the Mantle shield
- This applies regardless of player character; Zoap, Arime, or Posy, and even applies for the brief segments where other characters are controlled (the Knights in the Priscilla fight, Priscilla and the Element Plant Mech in the Sakura fight).
- This was intended to be a joke mode. Water does not like enforced no damage challenges in games that have a health system,
RANDO
- The Depict Quest Randomizer! Mission/boss/sidequest rewards, spells from the Thread Knights, and shop items are randomized. This may be unfair, or broken. Endgame mega-gear is not randomized. (It might be later if I change my mind.) Key items are not randomized. As far as I'm aware this shouldn't result in anything impossible to complete.
- When this code is put in, a seed imput box will appear asking the player to fill out a number, leaving it blank for a random seed.
- Mission rewards, Milestone rewards [achievement system maybe, where like an NPC would give you stuff for reaching certain milestones? Not the same as the overall game achievements, as that would mean you could, like, only get them once. Actually hell maybe "achievement-tracking NPC" could be a role for the Main Twelve], Dream Arena rewards, shop items, [this I'm iffy about; hell maybe just one overall "random mode" with different settings toggling what can be randomized?] and unlockable abilities are all randomized; this means it is likely to buy money from a shop, be rewarded with a Pin for clearing Alexia's mission, and so on.
- Key items are not randomized. This also means that impossible "self-locks," such as Super Insa's defeat dropping the Mermaid Island Card, won't happen.
- All items in Obscura's Lair, the rewards for the Gauntlet of the Boundless Lands in the Dream Arena, the final reward for Lucy's Trials (the Null Garment), and the rewards for beating the DLC endbosses (Blood Lake Monster, Wing Ring Leader, [...], and Fashion Man) are not randomized. This was to prevent the chance of getting an extremely powerful endgame item early and using it to cheese the rest of the game.
- If a run was started without some/any of the DLC packs enabled and those were enabled later and the save was imported, the DLC items will not be randomized (however, starting the same seed with the DLC pack(s) enabled will randomize them, as the seed only determines the initial randomization).
- Code said by: Talk to Lana after obtaining all six spells and buying out every vanilla shop.
Lana: You two are real shoppaholics, you know that? I heard from a website that shoppaholics might really like trying out this "RANDO" thing,
HARDCORE
- Just a straight-up hard mode. Higher enemy health and speed,Main article: Hardcore.
[Context the game might just lack difficulty modes "normally," or if there are any there'd be later. If there are though then maybe stuff like different bullet patterns could be "moved" to there, I don't really like the idea of too much being hidden behind secret easter egg codes instead of just being regular game functions]
- [If this game does have difficulty:] Regardless of what difficulty the player selects on the menu, the game is permanently set to Hard, and on the options the difficulty cannot be toggled to be anything else. [Actually what if it's like Bug Fables where "Hard Mode" is a Pin that costs 0 and can be equipped freely.]
- Hacking/modifying the game to force it to be on a lower difficulty level will also remove any of the unique changes to HARDCORE, as HARDCORE was not coded at all to be compatible with the lower vanilla difficulties.
- All enemies have a flat base 1.25x boost to their health stats minimum; several
- The speed of all vanilla bullets is increased by 1.5.
- "Fire rate" of vanilla "melee" attacks (such as Secretary's sword slash) are increased by 2x.
- Some boss attacks and AI has been tweaked; see the page for details
- This stacks with SCALAR and with the both of them equipped, endgame missions can have massively powerful enemies and fast bullets.
SQUEEGEE
- All Pins either cost 1, 0, or -1 Holders.
- Zoap and Arime start with 12 Pin Holders.
- Health Extendors, Magic Extendors, and [??? I was thinking "wallet upgrades" but this game is supposed to handle things in a real-ish way and the characters just going acround in small wallets and needing to unlock bigger ones somehow is a bit too absurd for this sort of story, and not in the sense of "They're fighting over-the-top battles over nudity." Maybe some kind of damage upgrade but I'm not sure] are converted to additional Holders.
- Unlike GREEDIER, Health-boosting Pins do exist (along with Magic-boosting Pins), and will work as usual. Combining it with GREEDIER, however, replaces the Health-boosting Pins with Magic-boosting pins.
SCALAR
- All missions now have their difficulty scale to the player's completion progress. Ranking requirements are scaled as well.
- All missions, not just the DLC missions, "scale" based on progress made in the game. This follows similar rules as the optional content and the bosses of Obscura's Lair.
- The exact formula for the health scaling is as follows:
GREEDIER
- Zoap and Arime cannot increase their health beyond three Strands.
- If also toggled with REMIX, the cap is at their default four.
- Zoap and Arime will always have 999,999 Coins [fuck it this is the currency for now; it's planned to be some kind of small gemstone stuff in Biome Artists].
- Several Pins are changed to reflect this:
- No Pins give additional hit points; . However, there are still Pins that can reduce maximum health.
- [Offspectral DLC Icon] Currency Knight has unique dialogue when encountered while this code is activated, commenting on the duo's apparent limitless wealth.
- This is inspired by the Greed Stone of Paper Mario: Dark Star Edition [debating with myself over whether or not Nymph Quest would have something like this too, I'd imagine something that negates the use of Life Crystals shouldn't be that hard to impliment...], which likewise permanently gives Mario 999 coins but lowers his health to 5 and prevents him from being able to increase it. This even includes changing what would be health-increases to Pins/Badges that have other functions. The name is a reference to Greedier Mode of The Binding of Isaac.
REMIX
- A changed up experience! Equipment effects are tweaked a little, some palettes are changed around, enemy and boss stats are a bit different, even a few levels are just tweaked slightly.Main article: Remix.
- Zoap and Arime's initial health is at four Strands instead of the default Three.
- All attacks by all player characters have their damage reduced by 1 (any attacks that would deal 1 damage deal "0.5" damage, something normally only seen by equipping attack-dropping Pins), but their fire rate is increased by an average rate of 75%.
- Several aesthetic changes:
- Most of the Elements have their skin tones changed to "regular" human skin tones, although some are still technicolor (Maria, for example, has gray skin). Hair and iris colors are unchanged; sclera however are usually either white or black. This is based on the "moon leaning" of the characters' Biome Artist counterpart; "Blue Moon-adjacent" characters like Naytileek have black sclera, while "Yellow Moon-adjacent" like Alexia have white sclera.
- Imputing this code once permanently unlocks the Remix Pin across all save files, a zero-holder Pin that changes the Elements' color schemes to match their appearances in this code.
- Code said by: Posy after decensoring all 100 base game Elements.
Posy: Well, that's all the heroes in Eastshore taken care of! Fwew, that was a messy job, sorry you two had to do all of that. Oh, hey, when you got the last of them cleared up, I could swear I heard this weird voice. It was like a whisper. It sounded like it was saying... "REMIX?" And that it was a code? Gave me a chill, but I think it's nothing. If you see a password imput or something similar to that, maybe try punching in "REMIX" and see if that does anything.
ZENITH
- Combines the effects of SCALAR, SQUEEGEE, REMIX, GREEDIER, and HARDCORE.
- While this code otherwise has no unique changes from the five component codes, there is one feature exclusive to either imputting "ZENITH" or putting in all five codes at once:
- Code said by: Obtaining Diamond ranks in all ten of Lucy's Trials. (This will also reveal the codes of the "component" tweaks)
Lucy: Wow, you uh... broke all my records. I didn't think anybody would ever even bother with my challenges that much! I'm blown away! So... you seem like you really enjoy pain. Like, a lot. Since you went through all of that. If you really want something painful... ZENITH. That is the code. If you haven't found them yet, there's some other codes that ZENITH's just all cobbled together: SQUEEGE, GREEDIER, SCALAR, HARDCORE, and my favorite, REMIX!
Other/Easter Egg names
Impossible file names:
- "Kill la kill is better" (or "Killlakillisbetter"): The game closes as soon as the "R" is imput. In console versions, it kicks the player back to the file select screen.
Messages: (These can be put in to a file name and will give a special message other than the default "Is this name okay?" but will not have any effect on gameplay)
- "Zoap:" "Yep, that's one of the main leads all right!"
- "Arime:" "The reflection. The shadow. The inverse. Also just her own person that likes motorcycles and trading card games."
- "Posy:" "A guide."
- "Pixel Knight," "Shine Knight," "Logo Knight," "Hair Knight," "Shadow Knight," "Bar Knight," "Secretary," "Steam Knight," "Obscura:" "You are about to name a file after an enemy. Are you sure?"
- "Insa," "Viathan:" "..."
- "Sakura:" "DOWNLOAD SHITTY GACHA MOBILE 880 FREE."
- "Nat:" "Cool name."
- "Pin Phil," "Phil:" "Sounds like you like Pins."
Notes
- Currently, getting the requirements to have a code be announced while said code is enabled will not change the dialogue, so characters will tell the player about a code even if said code is already active.
Trivia
- Water has explained that the parts where the characters tell a code are not canon at all, as part of Depict Quest (along with Biome Artists and most of Water's works) not having any canonical fourth wall-breaking. It is implied that the information for all of them is given by Lucy somehow, given that Lucy is the one character who directly tells of them rather than hearing them from somewhere,
I'm getting back in to a good rhythm with Nymph Quest so expect me to shitpost more on that and less on the Depict Quest idea in coming edits:
The Nymph Quest mod highly discourages ever playing with all of these enabled at once. Water has been even more clear to "not complain that the mod is too hard if you stack everything on and play get fixed boi Legendary-Savage (Ultimate)."
Master Mode
Master Mode is reworked considerably to include content that was previously unique to "For the Worthy" worlds. [Because I think having more unique stuff in a secret easter egg seed than an actual difficulty is just a really bizarre choice; obvious ill-fitting Kaizo stuff like bombs dropping from trees can stay in FTW but like boss AI changes fit in here].
For the Worthy "Ports"
New Content
- Master (and Savage, Legendary, etc) has a unique change to the overall Nymph behavior. Namely, instead of the standard behavior where most of the Variants will not naturally spawn until any of the three requirements for the Oread NPC to move in [have at least one Diamond in your inventory, kill False King Slime, or kill a Nymph-enemy] have been met or the player is in the outer thirds of the world, in Master they are "aggroed" and either spawn earlier or have looser spawn condictions overall:
- The "Main Forest Variants" still will not spawn in the inner thirds of the world at first, however starting from the first in-game night, they will permanently be able to spawn anywhere in the surface Forest, with only the first in-game day being a grace period to gather wood and create a fortified base, as early-game even the weakest Master Nymph Variants will overwhelm a starting player. [I got this idea from (re-)implimenting just the Green/Deep Woods Nymph enemies and setting it so that they can always spawn on the surface Forest layer, and having this test-Hardcore Expert character needing to deal with them. After the first day I played, I didn't impliment them yet. I thought "Wait, why don't I make this an actual mechanic, similar to Get Fixed Boi having a one-day grace period where you've got NPCs before they all die." This could be fun if you want Terraria to be just a little more survival-focused.]
- The "Violet Group" will always spawn in the Cavern layer, albeit
Savage Mode/Forbidden Fruit
Savage Mode is the "main" difficulty feature of Nymph Quest, or the most "normal" of the additional options.
- Consuming the Forbidden Fruit will make the Oread and Dryad NPC spawn immediately, overriding their unlock requirements.[? I'm unsure about this, this is an idea I just barely got. "But if you get the Dryad right away won't you just skip EoC in progression" bruh most expert players already do that speedrunners jump straight to WoF etc.]
- Every boss drops a unique bar type in large quantities that can be crafted to one of four weapons, one for each class. [Yeah because of this I'm sure as hell not going to invent a modded class, that would mean exponentially more work, or at least it would feel like it.]
- Unique items have a feiry green rarity, basically just Master's feiry red but it cycles from green to yellow instead of red to yellow.
The Curses
"Sold" by the Oread for free. (One of her dialogue text implies that it's one of those situations where the cursed object needs to be taken willingly by another party, .) They are the Curse (cyan), Super Curse (yellow), and Ultra Curse (magenta). All three of them look like skulls of that respective color.
- Merely having them in your inventory will increase the enemy spawn rate, attack, and health by a multiplier indicated by the respective curse.
- Curse: x2.
- Super Curse: x3.
- Ultra Curse: x4.
- I'd also like them to change the colors of the health bars and damage values of enemies if possible, to match the respective Curse color. And the money dropped will be tinted that color.
- The curses stack with each other but not with multiple copies of themselves. This is multiplicative. When doing so, the changed color of the health bars/coins.
- Curse+Super Curse (x6): Green.
- Curse+Ultra Curse (x8): Blue.
- Super Curse+Ultra Curse (x12): Red.
- All three (x24): Black.
- Bosses (but not enemies; I mean most of the enemies would be Nymph Variants that are color-coded so messing with their color schemes would just make the mod annoyingly confusing) get unique recolors. Most of the time this might just be them being shaded the respective color of the curses (if I'm really lazy I might just layer the color over them; ideally I'd like to do something non-deep paints do where certain saturated parts are recolored but not the monochrome stuff, so for example EoC's red "flesh" stuff and iris colors would be changed but not the sclera), but there may be some new looks. With all three Curses activated, most bosses will become gold all-over (I'd like to even have a "sparkle" effect), with the exceptions being Wall of Flesh, Moon Lord, and Diamond Lord Nyxza. Okay here's some relatively "set in stone" plans for this:
- As the "basic bosses," (False) King Slime and Eye of Cthulhu definitely have their palettes simply being retints based on the curse combo equipped, again with all three being gold.
- This does stack with the damage and health multipliers based on difficulty mode. Meaning Savage Mode and all three curses would mean health and damage are given a whopping x96 multiplier. Adding on For the Worthy/Get Fixed Boi, and
- Advice for attempting Cursed runs, especially Ultra Curse and stacked combos/higher difficulties:
- It is recommended to skip nocturnal bosses like the Eye of Cthulhu or Skeletron, as the increased health would mean that there is a chance the player simply could not kill the boss before sunrise. They are better dealt with when handling higher-tier gear.
- Evasiveness is important for both bosses and regular gameplay, as enemy speed is not increased.
- For basic
Mark of Greed
So I've been watching GamerFourFun's stream of Paper Mario: Dark Star Edition with the Greed Stone and while I saw it before and made little note of it I watched more of it recently and it gave me an idea to try to have this in Nymph Quest, so here's what I'm thinking of:
- All players start with this, similar to Forbidden Fruit.
- Like the FF, this can only be consumed if no bosses are killed. It also can only be consumed if the player has never used a Life Crystal.
- Heart icons are changed to gold(?) coin icons, in both the "classic" and "fancy" style. The bars in the "Bar" styles are also made golden.
- The player's maximum health cannot be increased past 200 by any means.
- Lifeforce Potions instead grant the Supreme Morale buff, which will leave the player surviving an otherwise-fatal hit with 1 life at any health rather than if their health is more than half their maximum, at the cost of losing the buff after it procs once. [And maybe a cooldown debuff so that players won't just take a huge stack of Lifeforce Potions and chug one when they lose the buff.]
- The Heart Set instead
- Extra Lives will not work. [Concept I came up with when seeing bits of that Nameless Deity mod-of-a-mod, one of the drops adds 1 to the Life, with no upper limit to the max total life; I mistook "1 extra life" not as additional maximum health, but as a 1-up of sorts. So I'm wondering if "extra lives" are at all possible. Maybe the "survive would-be fatal attack with one HP" will just be that though. Or extra lives could be a "permanent" version of that that lasts until "death," instead of a temporary buff.]
- Grants limitless money; the player will be given 9,999 Platinum Coins, and money will always be reset to this value after buying anything or collecting a coin from an enemy. (It is possible to "lose" money by throwing coins away straight from the inventory, but it is very easy to get it back.)
- Life Crystals will not work even for increasing health during the 100-200 range; instead, Greedy Hearts need to be found, which are somewhat rarer and only found in the lower parts of the Cavern layer. (Greedy Hearts also would have some function to "normal" players; to "Greed" players, Life Crystals can still be crafted to form Heart Lanterns, which function as normal.)
I'm also toying with the idea of one more "starting item," although I already have three so far: This, the Forbidden Fruit that starts Savage Mode, and the Too Awesome to Use Dryad Soup that grants a full heal but you only get one per character/world. Mostly to have another "mode" like how Dark Star has the Green Stone and Badge Stone that can be obtained by the beginning. (Savage Mode is more of a "standard" difficulty level thing, not a "challenge mode" like this.)
Mark of Vanity
[Might replace this with the "Aggro Nymph" idea as a separate challenge and adjust the Master/Savage Mode so that surviving the Variants isn't a thing, again I want this to be "General content mod with some focus on Nymphs," and not "Nymphs oh yeah there's lots of other enemies but you'll barely even see them and surviving the Nymphs takes #1 priority"]
- Gives the player five additional accessory slots.
- No permanent consumables can be used at all, except for Mana Crystals.
- Stats can still be temporarily buffed with potions; this includes the Lifeforce Potion for increasing life to 120, unless Greed Mode is also enabled.
- The HUD heart and star images both become pink.
- With Greed Mode enabled, the coin-hearts are also pink.
Potential Alternate "Survival" Thing (or both this and Vanity could exist...?)
Nymphs are, as the name of the mod implies, the main feature of the Terraria: Nymph Quest mod. However, there are plenty of different types of Nymphs, which are even split in to different "categories." In general, you could be looking for any of the following:
- The original vanilla Nymph enemy,
[Not sure if an enemy getting a rename after a state of progression is possible... actually fuck looking at that Nameless Deity thing lots of weird things should be possible with Tmodloader— edit, WAIT, it should be, Calamity's Get Fixed Boi renames some enemies, so being able to rename something under circumstances should work] which will be renamed Oread Scavenger after getting the Oread NPC.
- The vanilla Dryad NPC,
as Dryads in this lore are a special Nymph Variant.
- The Oread NPC, the mod's adaptation of the character "Sonata" and a major NPC added to the mod that aides with the eponymous Nymph Quest.
- The Oread race, one of the two "special" Nymph Variants,
- Oread Warrior
- Oread Sorceror
- Oread Ranger
- Oread Summoner
- The Dryad race,
- Dryad Wrestler
- Dryad Caster
- Dryad Sniper
- Dryad Planttamer [Yeah I couldn't think of another name for "summoner."]
- Lore regarding Terraria, which includes general information on the Nymphs (but more on the gods and the Infectuous Biomes).
- Nymph Variants: The 1,000 biome-themed types "in-between" the Dryads and Oreads in terms of magic and place in the world. One of each is an enemy in the mod; the page has a comprehensive list.
- Diamond Lord Nyxza, an Oread crimelord and the central antagonist of Nymph Quest and the Romancing the Last Dryad fanfic that it is based on.
- The Key Holders, Nyxza's minions/slaves and a series of Hardermode minibosses,
Thought of the "seven groups with a loose color theme" from how the Depict Quest idea would soft-"sort" the Elements. A mostly-red gang, mostly-yellow, cyan, blue, and magenta, with there also being a "green group" that has the "primary" colors so to speak.
General Behavior
Nymph Variants, as well as the "elite" Oreads in the Underworld and the lost Dryad soldiers in the Hardermode Jungle, are slightly more complex than the average enemy — vanilla or even compared to other enemies added in this mod. They have a few unique traits about them:
- Several additional spawn rules based on game progression or difficulty.
- Also have multiple different possible spawning requirements, and are ironically not bound to appearing in only one biome.
- AI permanently changes upon entering Hardmode and later Hardermode and stats that scale from progression, regardless of difficulty; this means that most Nymph enemies will remain threats all the way until the endgame, as the scaling stops after the Plague Nymph is defeated.
- Variants (but not Oreads/Dryads) have a chance at dropping Petals on kill, symbols of appreciation from certain other members of their societies. Basically, these are items that can give you a friend of that Variant. To get the "Petal" for the Oread and Dryad, they must be defeated in their sparring match after completely purifying the world.
- One of the items players start with, the "Body Stone," can genderbend most of them. The tooltip will say something like "Uses Weird Quantum Stuff to shift yourself with that of an alternate you in a universe where everything is the same but most Nymphs are AMAB/AFAB." [Or an option where either possible type would spawn per enemy... not sure how that would work with the "Satyr" that's supposed to be just a rare enemy that's a genderbent of the "regular" Nymph/Oread Scavenger.] It looks like a stone with either a male symbol (default) or a female symbol (after going the "Man Oread" world) on it.
- The rare Lost Guy/Satyr essentially swaps places with the original Lost Girl/Nymph,
"Groups"
They are roughly split in to seven groups based on what biome they will commonly appear in, referred to short-hand by color.
[This is very much under brainstorming and not a set in stone plan for the actual mod. Despite what the title may imply, I don't want the Nymph Variants to completely overshadow the other enemies; or if I did, I'd release the other enemies in their own just sort of general "Enemy Expansion"-focused mod.]
"Green"/"Forest" (and "Underground")
Despite the name, many of the Nymphs here are of all wakes of color; the term comes from how they appear in the Forest,
Because the Forest is the starting biome of the game, they have stricter spawn requirements so that they would not overwhelm new players. On Normal and Expert, none of them spawn unless made to with certain items/buffs/armor set bonuses until after the Oread is eligible to move in. (A Nymph enemy of any kind is killed, King Slime is killed, or a player has a Diamond in their inventory.) Even so, they have lower spawn rates compared to "basic" Forest enemies, day or night, on average. Master Mode and higher will remove all of these restrictions except the latter starting from the first night of the world,
"Violet"/"Cavern"
"Cyan"/"Snow"
"Yellow"/"Desert"
"Blue"/"Lakes"
Making a new biome literally just to group them around like this without resorting to the Sky/Ocean/Dungeon/"Infectuous" (Not-"Natural") biomes. And Mushroom might seem like the obvious "blue" one, but... well, I dunno.
"Red"/"Fire Fields"
This would also include the lime-colored Radiation? Nymphs, which are among the most deadly.
Not to be confused with the Underworld, the Fire Fields are a new biome found on the side of the Ice Biome,
"Grayscale"/Hell Mushroom???
In Classic/Expert, none spawn here until
Oread Enemies
Initially, aside from Scavengers, they only spawn in the Underworld layer starting in Hardmode.
Dryad Enemies
Misc Biome Notes
- No Variants initially spawn in the Jungle at all in Classic or Expert. However, they will spawn starting in Hardmode in low numbers, which are boosted drastically after Plantera is killed, and in Pre-Hardmode Master Mode they will spawn in lower numbers — all Variants in either case. In Savage Mode, the Jungle restriction is lifted entirely, and all Variants will spawn especially in the Underground, adding on to the mod's choice to make it exceptionally dangerous for the early game.
- The Dungeon will never have Nymphs of any type that are not spawned manually. When it comes to avoiding the Wrath of Nature, the place is relatively "safe," especially in Hardmode Pre-Plantera.
- Evil Biomes also never have any Nymph-type enemies, except for the vanilla Scavengers in the Cavern layer as usual.
I don't want too much exclusive to Get Fixed Boi since that's like just ultra hard to the point of being unfun mode. So that one will be a bit thin.
Drunk World
- [I mean I'd love to try out implimenting the Evil Biomes but this is a TALL order:] All Evil Biomes are present in a world,
- Various enemies and bosses are resprited, often to reference something else made by NeedsMoreDeepWater:
- Singularity and the Vessels:
- The Dryad will have a different color scheme for each phase of the moon. This is in reference to the "original" plan of the Nymph lore, with seven "Maidens" [...] (Plus an additional Violet color scheme to round off )
- Full Moon: The default standard green.
- : Cyan.
- Blue.
- Purple.
- Violet.
- Red.
- Orange.
- Yellow.
No Traps
This seed in general has largely been reworked to be a "general shitpost" seed,
- While the great increase of trap count is still present, the damage caused by the traps has been nerfed further,
- All Nymph Variants appear as recolored Lost Girl/Oread sprites; this is a reference to their placeholder graphics in very early testing/"alpha" versions of the mod.
- Dichromatic and
Get Fixed Boi
- Most of the other changes above are applied: [Not the one of Nymph Variants all appearing as recolored Oreads/Lost Girls. And specifically Lost Girls, these placeholder sprites are just tinted Oread sprites and so lack the "open mouth, angry eyes, bloody hands" of the Nymph sprites.]
- The Dryad, Oread, and Undine NPCs are added to the initial party, and they die when the party ends.
- The Undine has extra gore added when dying, through the first day ending or otherwise.
Apologies if "Nymph" no longer feels like a word after reading those above folders.
Superbosses
- The true leader of all things colorful. Summoned only to those who
The first "non-joke" superbosses added to the mod, the Dye Goddess is a mysterious figure that can be summoned at any point
Defeating her rewards the Umbral[?] Medallion.
- An immensely powerful being that hails from another form of reality entirely.
- Boss Bonanza: Before fighting the Singularity herself, the player has to go through fourteen bosses in a row, all are unique
- Bragging Rights Reward: Defeating her with all three curses stacked on (which multiplies her health and damage by 24), on a Legendary+Forbidden Fruit+Slime Totem (AKA "Ulumate" difficulty) Get Fixed Boi world, with the Greed and Vanity Modes equipped, and having all Medallions (implicitely meaning doing all the other possible Medallion goals) will have her drop... the trophy from Big Rigs: Over the Road Racing, complete with the "YOU'RE WINNER" message. It does absolutely nothing, has the lowest rarity in the mod,
- King Mook: The Apolcaypse Vessels are this to their respective Nymph type, as each of them has one Nymph Variant that uses the same "element," except to a far greater extent [...] In the meta sense, fourteen of the "primary" Nymph Variants in the Zenith Nymph's adventures series started off as expies/derivatives of the original deans of the same element,
- True Final Boss: She can only be fought after obtaining at least four[???] Medallions, most of which are dropped from superbosses and the exceptions are only for starting a game on a much higher difficulty. In a sense, she acts as the superboss out of the superbosses.
- Platform Hell: The secret joke difficulty "WHY GOD WHY" is meant to turn the game in to this. In it, absurd things happen like enemies in "higher progression tiers" having the chance to spawn early (Hardmode enemies in Pre-Hardmode, Hardermode enemies in Hardmode or very rarely Pre-Hardmode), King Slime spawning Demons, all Hornet stinger projectiles (including those by Queen Bee) causing block-destroying explosions upon impact (also turning the Underground Jungle in to Swiss cheese)

Edelweiss is a Ren'Py-based visual novel/dating based on the many idealogues within the Kaiserreich universe, made by Butteryicarus and Team, and was conceptualized around February 2016.
Following one of six main characters on their journey to Switzerland to receive an international education from the International University of Geneva, your character will meet ten primary characters representing the ten ideological categories present in Kaiserreich, as well as a variety of other side characters. Finding yourself in between the French and German powderkeg, will you be able to plant your roots and blossom in a land far from home?
Not to be confused with the tank, the other Edelweiss, nor the song or the creator Edelweiss.
The demo can be downloaded here.
The game provides examples of:
- Alternate History: Set in a universe where Imperial Germany won the First Weltkriegnote .
- Belligerent Sexual Tension: Gwen and Ophelie.
- Can't Hold His Liquor: Gwen. Comedically, she calls the rest lightweights while inebriated.
- Den of Iniquity: Debateable depending on whether you align yourself with the Syndicalist or not. "Le Chat Noir" is could be called this. Either the city of Geneva has a powderkeg full of violent Political Extremists waiting to go up in arms, or a hidden bar where workers can get cheap alcohol at.
- Dead Fic: Happening sometime around 2020, after having released the 2nd update in May, the devs eventually stopped talking around the month of August, though nobody can blame the developers, artists, or writers due to other responsibilities (School, Work, etc) while having the COVID-19 Pandemic to deal with.
- French Jerk: Debateable. Ophelie's demeanor greatly depends on whether you've made friends with the Syndicalists or not.
- Hair of Gold, Heart of Gold: Victoria Hudson. She seems to initially subvert this but immediately plays it straight. She even talks kindly to Suraj, a Syndicalist.
- Ice Queen: Erika. Whether it's bumping into her or apologizing to the teacher, there is no hint of levity whenever you speak to her.
- Insistent Terminology: Gwen insists that they ordered 'chips' while Ophelie says that they're eating 'fries.' They go back and forth with this before devolving into politics. note
- Intro Dump: Playing a New Game starts you with one, explaining the alternate universe that the light novel is based in.
- Morton's Fork: All Main Characters, no matter which one you pick, goes through the same storyline that the developers wrote. Whether you choose to hang out with either the Syndicalists or Market Liberals is a different story, however.
- Multiple Endings: How the demo ends. Either you hang out with the Syndicalists or you refuse their invitation.
- Multinational Team: Nobody seems to be a native of Switzerland with students ranging from French, Welsh, Indian, German, Canadian, Italian, Chinese, Japanese, Russian, and Hungarian descent while having an American Economics teacher. And that's not even counting the numerous protagonists you could choose from!
- Multiple-Choice Past: Depending on which character you picked, their intro is different with them talking about contemporary news and how life is in their respective country.
- Red Armband of Leadership: Subverted. Yujin, who wears a blue armband with a white sun, is mostly seen as a background character compared to the other three Syndicalist characters.
- Russian Guy Suffers Most: Averted. Arguably it's Sabine, the Hungarian, who suffers the most.
- Tastes Like Friendship: The Liberals invite you to have lunch with them, and depending on your choice, is how they're first introduced to you.
- Trespassing to Talk: Yuki does this by using a key to every dorm room. What does she want? A cup of tea and, of course, to make you the star in her movie!
- Truce Zone: Fitting for a school found in Switzerland as they take no sides as to who goes to their academy nor where they came from. That doesn't mean that the Liberals, Autocrats, or Syndicalists won't contend with one another however.
- Most Writers Are Writers: Yujin has no interest other than writing Alternate History in her spare time.
- Verbal Tic: Nikolay, the Russian, has a habit of calling you 'Old Bean.'
- Vitriolic Best Buds: Gwen and Ophelie.
- You Don't Look Like You: Between Version 1 and Version 2, the art style of the game changed drastically to be a lot more simpler and cleaner. Just look at the comparison picture for Erika that the developers provided.
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The Amazing Digital Circus x USS Callister
There's actually a "hard" limit of six types, seven with Glow Pikmin. Candypop buds are programmed to change their color to Ice, White, or Purple (prioritizing that order if Ice/White would make for the "seventh"/"eighth" type in the army) (also I find it amusing that the Gen 2 Pikmin types are given priority, after the new type; sorta adds on to how the game favors 2 over 3) if their "original" color would result in there being more than that. This can only normally be seen in the final cave though.
just testing things out down here don’t mind me
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how do I link a trope lol
no actually how do I link a trope?? Testing: Wiki Words Plot Identity Amnesia
Isaac Mega Satan runs in a row where I did not get the Void entrance: 6. (Not counting the Daily or runs where I don't go to MS at all.)
They are Heavenforge (full moon), Lunar Rust (waning gibbous), Astra (third quarter), Dark Celestial (waning crescent), Mercury (new moon), Star Royale (waxing crescent), Cryocore (first quarter), and Cosmic Ember (waxing gibbous). I'm honestly not really sure why there's eight different variants of Luminite brick that have special transmutation requirements to make, when from a glimpse at the wiki they all look like palette swaps of each other and paint is a thing.
Pat Finnerty test test test