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Video Game / Cadence of Hyrule

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Every world has its evils. And when the balance of power is inevitably lost, it's up to the courageous and the wise to restore it. But sometimes? Sometimes they need a little extra help.
Opening narration

The Kingdom of Hyrule has found itself in peril yet again. A court musician named Octavo, wielding a magical lute, has managed to lock up the king and place royal knight Link and Princess Zelda into a deep slumber. With the other Triforce wielders out of the way, the musically-gifted sorcerer uses the Triforce of Power to enhance his instrument into a Golden Lute and gain control of all the monsters in Hyrule, throwing the land into chaos. However, just as hope seems to be lost, the remaining pieces of the mystic relic combine their energy to summon a hero from another world. One who just so happens to have the experience and skills necessary to tackle a foe as strange as this. With the land now cursed with an unwavering melodic beat, Cadence, Link, and Zelda must groove to the music in order to defeat Octavo and take Hyrule back.


Cadence of Hyrule: Crypt of the NecroDancer feat. The Legend of Zelda is a Nintendo Switch game developed by Brace Yourself Games and published by Nintendo.note  As the name suggests, it is a sequel to Crypt of the NecroDancer that doubles as a crossover with The Legend of Zelda, blending the rhythm-based movement and combat and roguelike dungeons of the former with the overworld exploration and puzzle-solving elements of the latter.

The game was announced on March 20, 2019 at the end of a Nindies Showcase and released on June 13, 2019. Danny Baranowsky returns to compose the soundtrack, consisting of remixes of classic Zelda tunes, with Jules "FamilyJules7X" Conroy also returning as one of the instrumentalists. Among the art team are Paul Veer and Lucas "Midio" Carvalho, the former serving as art director, and both being known for their work on Sonic Mania.


Cadence of Hyrule contains examples of:

  • Ability Required to Proceed: In true Zelda fashion, there are numerous caves and challenges that require the right item to pass. Most have multiple solutions, though.
  • Achievement System: 32 achievements were added in version 1.0.2, arranged into an 8x4 grid. Initially, none of them are shown, but getting one allows you to view how to get the achievements adjacent to them. Achievements range from things like defeating one of Octavo's guardians in a specific way to using Down Thrust 3 times without touching the ground.
  • And the Adventure Continues: With Zelda and Link's help, Cadence manages to get out of the Zelda world and into a different one... she just hopes she's back in her own world.
  • Anti-Frustration Features:
    • Once you clear an area of enemies, you can move freely, without being restricted to the beat. There is also a Fixed Beat Mode where you can move whenever you want, like the Bard from the original game.
    • Weapons, shields, and most active items are retained on death, which cuts out a lot of backtracking.
    • Enemy respawning on the overworld is context-sensitive. A puzzle area will remain cleared if the player switches screens to reset it, an area with chests that unlocked through combat is repopulated immediately.
    • The fortune teller will highlight the next dungeon for a small fee.
    • Once you have the lute, you can warp via the map screen, without having to actually equip and use the item.
    • Vision distance is far more forgiving than in Necrodancer even without a torch, but there are also sconces in dungeons that can be lit to provide permanent vision of an area of a floor.
    • Since Shovels and Torches run out and you don't immediately start with either, the game is guaranteed to drop you a basic Shovel/Torch after killing a few enemies as long as one is not already in your inventory.
    • Some of the more frustrating enemy types from Crypt of the Necrodancer, such as Monkeys, have been removed, while Wights now only appear when a trap is activated rather than randomly. The Bat Expies now look in the direction they'll move to next.
    • Crypt of the Necrodancer's sometimes confusing system of gear (Boots, Helmets, Armor, Rings, and Talismans) has been simplified to just Boots, Rings, and Talismans, the last of which are permanent upgrades, and the former two now run out to encourage players to swap items more frequently.
    • Version 1.0.2 added in a few of these, such as the map marking caverns you've already finished and gear your character can't use stating on pickup that it's for someone else.
  • Artificial Limbs: Barriara, the Gerudo mechanic, has what appears to be a mechanical left arm with a large metal pincer for a hand.
  • Art-Shifted Sequel: Although the art style is still distinctly Crypt of the NecroDancer, the characters are depicted in a more cutesy and cartoonish way akin to Super-Deformed. Zelda and Link appear similar to the 2D cutscenes from Hyrule Warriors.
  • Ascended Glitch: In Crypt of the Necrodancer, an odd quirk of the way lights were coded made it so south facing walls facing an empty room were always illuminated, which ended up being useful for players to find secret rooms and was never fixed. While this has been rectified in the transition, hidden rooms are now visible whenever the player is close to them, rather than requiring a brighter torch.
  • Asteroids Monster: ChuChus break apart into two or more smaller ChuChus when defeated. However, if a child ChuChu would spawn on a space already occupied by something else, it simply fails to spawn.
  • Auto-Revive: As in the previous game, you will automatically quaff Red Potions if your Hearts hit 0. Unlike NecroDancer, Red Potions are far more accessible, as you can find up to three Bottles in a single run and you can fill them at any Fortune Teller's house.
  • Bad Future: The Very Definitely Final Dungeon leads to a future 25 years after the start of the game where Hyrule is in ruins.
  • Big First Choice: After you complete the prologue with Cadence, you have to choose whether to wake Link or Zelda first, which determines who you play as. You eventually gain the ability to play as the other, though.
  • Book-Ends: The game begins and ends with Cadence falling out of the sky.
  • Bowdlerise: A minor change was made in the transition to Zelda's content standards, as the blood items from NecroDancer are now known as ruby items.
  • Bragging Rights Reward: The Coupon, which allows you to buy one item for free instead of spending rupees. Early on in the game this would be very nice, but it can only be obtained by killing the Shopkeeper, which is incredibly suicidal without the right set of items and/or abilities. Later on in the game, killing the Shopkeeper becomes easier, but the Coupon also becomes much less useful as you will already have a lot of rupees.
    • The situation is slightly different with the Diamond Coupon, which is exchanged for a free diamond purchase instead of a free rupee purchase. It's only dropped by the late-game red Shopkeepers, and the Money for Nothing situation with diamonds instead of rupees is similar, but you can also obtain a single Diamond Coupon partway through the game without killing any Shopkeepers, making the item marginally more useful.
  • Breakable Weapons: Torches and shovels aren't permanent anymore, as they have durability bars that wear down as they're used to break terrain. Glass items return from NecroDancer and break after taking damage as expected, and some items are generally fragile and break after taking too many hits.
  • The Bus Came Back: While this game incorporates a bunch of Zelda elements, it brings back stuff that haven't been utilized in a long time. The following listed are all character examples.
    • Iron Knuckles haven't made any appearance in anything Zelda related since Majora's Mask back in 2000, 19 years ago.
    • Shrouded Stalfos were originally Game Boy-exclusive enemies, having debuted in Link's Awakening back in 1993, then returned in Oracle of Seasons & Oracle of Ages in 2001, and hadn't appeared in anything since for the next 18 years.
    • Rings finally return for the first time since Oracle of Ages and Seasons, again 18 years prior. Some are even based on Rings from those games; Cadence of Hyrule's Ring of Blasting has the same effect as OoA/OoS's Blast Ring, for example.
    • Puffstools haven't made any appearance in anything Zelda related at all since their debut in Minish Cap in 2004, 15 years ago.
    • For a rather surprising example, Dairas from the now three-decades-old Zelda II: The Adventure of Link make their return here. The only previous appearances they had since then were Captain N: The Game Master, the comics by Valiant, and two of the CDI games.
    • Darknuts haven't been in a mainline Zelda game since Twilight Princess back in 2006, which was 13 years agonote . What's more, they have their "Toon" design again, which hadn't been seen since Minish Cap, which was 15 years ago.
    • Both Wolfos and White Wolfos are finally back! This is especially notable in Wolfos' case since they've been MIA since Majora's Mask in 2000, 19 years prior to this game. White Wolfos meanwhile have had it a little better then their parent species by being in twice the amount of games, but their last appearance was still Spirit Tracks back in 2009, a whole decade prior to this game.
    • Kargaroks made their debut in Wind Waker in 2002/2003, then returned 13 years ago back in Twilight Princess in 2006, and haven't made so much as a pop-up since until now.
    • While Baris, Pengators, and enemy Zoras all returned in the 2013 game A Link Between Worlds, they would end up benched again for the next 6 years til this game. On a similar note, Peahats, who're usually recurring enemies, have been MIA since then too.
    • Zols haven't been in a Zelda game for the past 15 years since 2004's Four Swords Adventures.
    • Gels are back for the first time in 12 years since Phantom Hourglass back in 2007.
    • While they're only represented by a sub-species based off of and as such technically haven't "truly" returned, Armos Knights (Via the Bass Guitarmos Knights) make come back since Four Swords Adventures in 2004 15 years ago. Similarly, Gleeok (as Gleeokenspiel) returns for the first time since Phantom Hourglass in 2007 12 years ago.
    • The last time friendly NPC Deku Scrubs have been in a Zelda was Minish Cap in 2004, 15 years ago. Enemy Deku Scrubs don't count as this, though, as they were already in 2015's Tri Force Heroes 4 years ago via the Totem Dekus.
  • Call-Back:
    • Characters falling into pits quickly fade away with big eyes as they scream, much like Link did in his 2D days.
    • The end of the opening cutscene fades out on the opening of "Disco Decent", the first level theme of Crypt Of The Necrodancer. The music for Cadence's gameplay is a medley of the same song with the Zelda overworld theme.
    • While they are now Zelda themed, some of the enemy patterns and designs are homages to those in Crypt of the Necrodancer, with Puffstools serving as an analogue to Mushrooms, Bees have random movement like Bats, and so on.
    • The gravekeeper's house has various shovels from Crypt of the Necrodancer that didn't return, such as the Titanium Shovel, Blood Shovel, and Obsidian Shovel.
    • The achievement for waking up the player character you didn't select is entitled "Someone's Awakening". Meanwhile, killing a shopkeeper nets you "THIEF".
    • In general, the art for the achievements resembles that of A Link to the Past and Link's Awakening.
    • The Shopkeeper's outfit in the Bad Future is the Blood Shopkeeper's outfit from Necrodancer.
    • Both Octavo and Ganon's boss fights have the same trick of Cadence's fight against the Necrodancer being that the player has to control multiple characters.
  • The Cameo: Several enemies from Crypt Of The Necrodancer, including the titular Big Bad himself, appear as wooden cutouts you can knock over in Hyrule Castle.
  • Cave Behind the Falls: The waterfall on Death Mountain always has a fairy fountain behind it.
  • Collection Sidequest: There are 20 enemy Deku Scrubs in the game, which each drop a Deku Nut upon being defeated. Collecting 10 and bringing them to Tingle in the Lost Woods will double the player's stamina meter while bringing him the remaining 10 will unlock Yves as a playable character.
  • Continuity Nod:
  • Crosshair Aware: Attacks that hit multiple tiles mark the area they'll hit with crosshairs.
  • Damn You, Muscle Memory!: Unlike NecroDancer, Bombs spawn in the tile in front of you unless said tile is obstructed, and all characters passively have the ability to kick Bombs (otherwise restricted to Eli in the previous game). This can potentially mess up your Bomb placement if you're too used to playing NecroDancer.
    • Also unlike NecroDancer, all characters have unlockable shields, and fans of the previous game used to dodging out of the way may have some trouble with projectile using Deku Scrubs, Zora, and Octoroks until they remember to use their shields.
  • Death Is a Slap on the Wrist: Dying makes you drop all currency and fragile items, but you get to use your diamonds to buy boosts for the next attempt and respawn at a Sheikah Stone of choice. Custom mode includes full NecroDancer-style permadeath as an option.
  • Developers' Foresight: Because the game's overworld is randomly generated for each run, it's possible to get a seed where the player is able to make it outside the bounds of the games map with a bit of work.note  Once out of bounds, the player is sent to a screen of a single house surrounded by forest, where Error Houlihan resides and will sell the Boots of Speed, which allow the player to move faster than the beat.
  • Difficult, but Awesome: Glass items of course, but special mention goes to the Glass Ring of Preservation, a rare Ring that prevents item durability gauges from decreasing. However, as it is a Glass Ring, you will lose it if you take damage. While difficult to keep, in the hands of a skilled player it verges into Purposefully Overpowered territory, allowing you to maintain any item with indefinite use as long as the player doesn't screw up, including the immensely powerful Boots of Speed.
  • The Dividual: In the final battle, you take control of Cadence, Link, and Zelda at the same time!
  • Dowsing Device: Tingle will give you a dowsing device (which looks a lot like the Tingle Tuner)) in exchange for waking him up, which is used to navigate through the Lost Woods, and can find hidden items elsewhere.
  • Drums of War: The War Drum item. Striking it allows the player to jump in place without missing the beat and increases the damage of their next attack.
  • Early Game Hell: Before the player gets the lute (to teleport out of deadly situations), some potion bottles (for health potions automatically used to prevent death), alternative weapons (to attack enemies for more than a heart of damage without putting yourself in position to be hit), and a few extra hearts, the game punishes mistakes brutally. This is especially evident on permadeath mode, where most deaths will happen before finishing the first temple.
  • Easter Egg: There's a hidden room that can only be found by swimming behind Hyrule Castle and entering a door you can't see on the back. Inside, you can exchange a key for either a free infusion or a Diamond Coupon (one Diamond-purchased item for free).
  • Evil Costume Switch: The Shopkeeper subverts this in The Very Definitely Final Dungeon. The Shopkeeper changes from his signature purple and gold robes to sinister black and red robes, but he's still the same friendly Shopkeeper. If asked, he'll tell you that he decided to switch colors to match the Bad Future theme.
  • Explosive Stupidity: You can still blow yourself up with your own Bombs (and Bombchus). Zelda can also detonate Din's Fire within range of herself, which will also set herself on fire.
  • Forced Sleep: Octavo placed a spell on both Link and Zelda, necessitating Cadence to awaken one and a hibiscus potion to wake the other. The Zora prince is also being kept asleep by a ghost. Getting rid of the ghost will have the prince reward the player with the Zora flippers.
  • Foreshadowing: In Gerudo Valley, a certain building houses a pipe organ. With a bun-wearing Gerudo in black armor and a red cape practicing, and the only reason he is is because he wishes to harness the powernote  within music that Octavo has demonstrated. That's Ganondorf. Ganondorf is just there, in clear view. It leaves the player to wonder how he fits into all of this...and then you find out why Octavo is doing what he is.
  • Friendly Fire: Several examples. Any enemy attack with warning signs (e.g. attacks that can hit more than one square at once) can hit other enemies as well as you. So can virtually any projectile fired by at least four different types of enemies, as well as some enemies' deafening attacks that deal knockback without damage. Finally, Gohmaracas' Eye Beams can also damage its own minions.
  • Fusion Dance: The four bosses (Octavo and Ganon notwithstanding) are fusions between Octavo's instruments and various Zelda foes. For example, Octavo's guitar and the Armos become the Bass Guitarmos Knights.
  • Gondor Calls for Aid: With Link and Zelda in an enchanted sleep, Story Mode opens with the Triforce of Power summoning Cadence to Hyrule.
  • Goomba Stomp: The Down Thrust technique allows players to bounce off of enemies by dropping on them from a higher level. Death Mountain actually requires the player to use this on Chuchus in order to cross a gap (though in traditional Zelda fashion, sequence breaking this requirement is possible with some foreknowledge and the right items).
  • Heart Container: Health increases are present as is tradition for both Zelda and NecroDancer. Heart Containers can be retrieved from bosses and are formed by four Pieces of Heart as usual, and they can also be bought with diamonds.
  • Idle Animation: Link and Yves tap their feet, Zelda shakes her hips to the beat for a moment before stopping while her dress blows, and Cadence nods her head. All of these happen in time to the music.
  • Infinity +1 Sword: Each weapon category has one unique weapon which can't be enchanted but comes with a unique ability.
    • Jeweled Dagger: Deals a whopping 4 damage per hit, compared to the Titanium Dagger (which deals 2) or the Obsidian or Glass Daggers (which deal 3 with a significant drawback). Like all daggers, can only be used by Zelda or Cadence.
    • Kokiri Sword: Identical to the Jeweled Dagger. Like all swords, can only be used by Link.
    • Fragrach: Titanium Broadsword plus piercing.
    • Impa's Naginata: Combines the effects of the Emerald Spear (Poisoned Weapon) and the Ruby Spear (Life Drain).
    • Hylian Flail: Functionally identical to the Cat o' Nine Tails from Crypt of the NecroDancer with the added knockback effect of the Flail, striking for 2 damage.
    • Royal Rapier: Rapier that hits for 2 damage (3 on lunge) and stuns enemies with knockback if it fails to kill at the cost of Stamina.
    • Caladbolg: Longsword that hits for 3 damage. If held out with the R button, Link/Cadence can pivot in place while the sword is out.
    • Eli's Greatshovel: An enhanced version of Cadence's Greatshovel that hits for 2 damage.
    • There is also an easter egg-only item called Boots of Speed, which allows you to take any action at any time without being required to follow the beat. However, obtaining this item requires you to find a way to get out of bounds, which may not be possible on several randomly-generated overworlds.
  • Interchangeable Antimatter Keys: As always, keys can be used on any average locked doors you stumble across. This time they aren't limited to dungeons; in fact, keys can occasionally be found on the overworld, and sold in dungeon shops, but any key from anywhere will work, similar to the original Zelda.
  • Interface Spoiler: The game inadvertently spoils the existence of a Secret Character through the bios of Link, Zelda, and Cadence; all three state that they can use "most weapons and items." The first part makes sense, as they all have their own unique weapon type (Link has longswords, Zelda has rapiers, and Cadence has greatshovels), but the second part stands out; if everyone can use items, it'd be completely redundant to mention it, unless there's someone who can't use items.
  • Irony: The king is woken up by playing "Zelda's Lullaby".
  • Kaizo Trap: An odd example, where Octavo's fireballs remain on screen after he is defeated (until they hit the wall and dissipate). While hard to line up right, it's possible to be hit by them and take damage afterward.
  • Lampshade Hanging: Trill notes that Cadence seems to already have a handle on beat-based combat, is fast at using a shovel, and is very at home exploring a crypt.
  • Lava is Boiling Kool-Aid: Once the Goron Locket (which grants immunity to fire) is collected, lava is treated identically to deep water as far as the player character is concerned, right down to being able to use a snorkel in it and being able to dive beneath the surface if the player has both the Snorkel and Flippers.
  • Limited-Use Magical Device: Just like in the original NecroDancer, Scrolls allow you to use a spell once. These range from returning ones like the Scroll of Need, to new ones that temporarily increase your damage or armor.
  • Level 1 Music Represents: "Disco Descent", the theme of the first level of Crypt of the NecroDancer, is used as an overarching Leitmotif representing the NecroDancer side of the crossover and is heard in several themes.
  • Long Title: Officially, the game's full title is "Cadence of Hyrule - Crypt of the NecroDancer feat. The Legend of Zelda".
  • Loud of War: Some enemies can produce loud noises (either through magic, or just jamming on a guitar) that will deafen the player, making them unable to hear the beat of the music.
  • Luck-Based Mission: Octavo's first four phases (one corresponding to each instrument) come in random order, and enemies exclusive to previous phases can 'leak' into the next phase if the player doesn't defeat them in time (or purposely doesn't defeat them). Certain combinations of two otherwise phase-exclusive enemies can be either much harder to deal with or much easier to deal with than usual. In addition, Octavo's fireballs can travel either orthogonally or diagonally, and if you're right next to him on the first beat they come out, it can be a complete coin flip as to which dodging direction is safe.
  • Luckily, My Shield Will Protect Me: Shields are a category of permanent equipment, and Link and Cadence can use them. They can be held up with the R button, and while a Shield is held up you can deflect certain attacks. Different types of Shields can be found over the course of the game, each offering different abilities. However, equipping the Long Sword category of weapon prevents you from using Shields.
  • Make Some Noise: Green Wizzrobe's projectiles silence the music when they hit the player, making it harder to stay on beat.
  • Money for Nothing:
    • Play long enough and you'll find yourself with way more Rupees than you'll know what to do with. The high rate of Rupee gain offsets the high cost of certain items and the possibility of losing your entire savings upon death, but once you overcome Early Game Hell you'll have enough Rupees to buy even the most expensive shop items several times over.
    • The same happens with Diamonds. After a little while, if you clear all screens in your path, you'll be swimming in the currency, with little to no option on where to consistently spend it.
  • Mutually Exclusive Powerups: Regular weapons can only have one enchantment applied to them. Getting a new enchantment overwrites the old one.
  • Nerf:
    • Because weapons are now permanent and are impossible to lose, the ability to throw Daggers and Spears from range has been removed. You do get some ranged options to make up for this, like the Bow, Bombchus, and Din's Fire. The Bow even upgrades into a Greatbow, which allows it to pierce terrain and armor, similarly to the Rifle, though the Bow and Greatbow can't have attack modifiers like they did in Necrodancer.
    • All of the unique weapons other than the Jeweled Dagger were not carried over from Necrodancer, and most other weapon types were removed, including all weapons from the Amplified DLC. Gold modifiers were also completely removed and replaced with Emerald, which applies a poison effect.
    • Rapiers only deal +1 damage on lunge instead of double. This is easily seen with Titanium, which only deals 3 damage on lunge instead of 4. Rapiers in general have also been made Zelda's signature weapon, making them less common overall.
  • Notice This: Bushes and stumps that hide stairs have a goddess butterfly perched on them.
  • Original Generation: Most of the characters in this crossover come from the Zelda series alongside Cadence from NecroDancer, but there are also some new characters as well, like Trillnote , Octavo, and the four champions (which technically are existing Zelda enemies, but with a NecroDancer-like musical theme).
  • Projectile Pocketing: The Boomerang, in grand Zelda tradition, can do this. This time, however, the Boomerang can actually pick up more major items like Pieces of Heart, a feature which it has had in some games, but not often.
  • Poisoned Weapons: New to this game is the Emerald-class enchantment, which bestows you with Poison weapons. An Emerald weapon inflicts the Poison status on anything that it damages, causing the target to take damage after a short period of time. While this is very useful for bosses and minibosses, it is less useful than other enchantments for normal enemies.
  • Randomly Generated Levels:
    • The overworld itself is randomly assembled from a selection of pre-determined tiles. The tiles themselves are static (including minor dungeons and sub-levels) but the arrangement changes with each playthrough.
    • Conversely, major dungeon sub-levels use NecroDancer-style procedural generation, changing each time they are entered and featuring many of the same design elements as NecroDancer levels. The Very Definitely Final Dungeon goes a step further and is laid out like an entire Area from NecroDancer, featuring four levels separated by one-way staircases.
  • Retraux: The game has a pixel art style inspired by A Link to the Past.
  • Rewarding Vandalism: Like in some mainline Zelda games, pots, bushes, and the like might have rupees or hearts inside them.
  • Running Gag: Waking up sleeping characters by playing musical Simon Says.
  • Schmuck Bait: In The Very Definitely Final Dungeon, you can find an evil fairy selling enchantments. She cannot heal you, but she claims that there is a health potion waiting in the room behind her. Predictably, actually going to said room locks you in a monster house. If you talk to the fairy after clearing the room, she mocks you for falling for the trap, although she admits that you're too tough to die to a trap like that.
  • Self-Imposed Challenge: Custom Game allows you to toggle options like Double-Time Mode, which doubles the speed of the beat, choose a specific character to start from the beginning as, and Permadeath Mode, which causes the entire game to start over from the beginning if you die.
  • Sequel Difficulty Drop: Cadence of Hyrule makes a few changes from NecroDancer to be more accessible.
    • Any diamonds you collect stay with you until you spend them. You don't lose them when you leave the hub area.
    • Fixed Beat Mode is its own option; you don't have to select a specific character to enable it.
    • Area-of-effect attacks show which tiles they'll hit, letting you better plan how to dodge them.
    • Red potionsnote  are cheap, easy to acquire and multiple can be held at a time.
    • Characters all now have shields that can block attacks and reflect projectiles, while Link and Cadence can only block attacks from the direction they're facing, Zelda can block attacks from all directions.
    • Characters automatically keep weapons they have whenever they pick up a new one, meaning players are free to use Glass weapons without the risk of running out of a weapon entirely if they get hit.
    • Weapon enchantments can be purchased for diamonds at the Great Fairy Fountain, saving the trouble of hunting down a more powerful weapon.
    • All songs loop, so you're not limited in time for clearing a floor.
    • Moving into a wall no longer drops your multiplier.
  • Sequel Hook: Cadence is transported to another universe at the end of the game, which might be a different world entirely.
  • Sequence Breaking:
    • Because all the dungeons have a small puzzle room screen between floors, they can be partially or totally skipped by having a certain piece of equipment on hand, such as boots that allow you to move on Frictionless Ice without sliding around.
    • Via careful use of various unlocked items in conjunction with the Hover Boots, it's possible to barrier skip into Hyrule Castle without ever facing the four main dungeons.
  • Single-Use Shield: Nayru's Ring acts as one, triggering Nayru's Love and then breaking when you get hit.
  • Slapstick Knows No Gender: Both Zelda and Cadence can be subject to the same comical damage animations as Link, such as an exaggerated drowning animation when going in deep water without flippers, falling into bottomless pits with a wide-eyed look, getting frozen alive, or getting their butts burned by lava.
  • Stealth Pun: Ganon is seen playing a pipe organ in order to fight you, and Ganondorf can be found practicing in peace in the present-time. To fit with the other bosses being Zelda enemies with musical instrument augmentations, this would make him Organon.
  • Super Drowning Skills: You will sink to your doom the moment you step into deep water. If you find and purchase the Snorkel, you can wade a single tile into deep water before sinking. The Flippers let you swim properly, and the Snorkel and Flippers together allow you to dive and avoid enemy attacks.
  • Suspiciously Similar Substitute: Many of the Zelda enemies sub in for enemy types/behaviors from NecroDancer, especially the ones that are similar in design. Chuchus are like Slimes (bounces between set tiles instead of pursuing the player), Bokoblins are like Skeletons (moves towards the player every other beat, raising their arms up as a signal), Puffstools are like Mushrooms (rooted in place and produces a cloud of spores on all tiles surrounding them every fourth beat), and so on.
  • Variable Mix:
    • The music switches to a more mellow version if there are no enemies present in an area, and there's also an 8-bit version available on the pause menu.
    • Like the previous game, you know you're close to the shopkeeper when you hear him singing along with the music.
    • A bit of singing is added to the title screen when you move to the file select.
  • Video Game Cruelty Punishment:
    • The ever-persistent Cuccos are back. They don't count as enemies and can be seen in towns, but if you attack a Cucco for three hearts of damage, it will fly off and the player will subsequently be attacked by a swarm of Cuccos that persists until the player leaves the current screen.
    • As in the previous game, a hostile Shopkeeper is probably the hardest opponent in the game, dealing 10 damage with a single hit, moving every beat, and moving diagonally. They can also have a ridiculous amount of health (red Shopkeepers have 20, but purple Shopkeepers have 10 and blue Shopkeepers have 8). New in this game, the Shopkeeper can also shoot arrows with unlimited range, throw bombs, and teleport on taking damage, making him even more dangerous. The only way to make the Shopkeeper hostile is if you attack him first (or use a Coupon on him, proving that you've killed another Shopkeeper).
  • Warp Whistle: Playing the Lute lets you warp to any active Sheikah Stone on the overworld.


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