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Video Game / Ittle Dew 2

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Ittle Dew 2 is an Action-Adventure game developed by Swedish developer Ludosity, and the sequel to Ittle Dew. After the first game's adventure, Ittle and Tippsie are on a raft in the middle of the ocean... and somehow crash on shore in a pond on a new island. After meeting Passel, who tells them there is no adventuring to be had here and that they should both just swim off the island, Ittle and Tippsie find out there is an adventure here, and the prize just so happens to be the pieces for a brand new raft.

Ittle Dew 2 is heavily influenced by older The Legend of Zelda titles, just like the first game, with weapons being used to solve various tile-based puzzles like before. The game has a stronger emphasis on combat, with tougher enemies, a new dodge roll, and a slightly more harsh punishment for dying. The games structure has gotten an overhaul as well, featuring eight dungeons with the first seven being playable in any order, a large amount of hidden secrets hidden across an expansive overworld, and a jump to 3D graphics that emulate its predecessor's art style, down to the Line Boil.


Ittle Dew 2 was released on November 15, 2016 for PC and Mac (via Steam), PS4, and Xbox One, with a Nintendo Switch port released in 2017.

Tropes used in Ittle Dew 2:

  • Actionized Sequel: Combat has been given more of an emphasis, with a dodge roll, enemies that are more frequent and more dangerous, and more areas that are purely focused on fighting.
  • Aliens Steal Cattle: One event in the Pepperpain Prairie has a UFO show up to abduct a cowbun.
  • And Your Reward Is Clothes: You can find various "outfits" in the game and equip them in the Changing Tent.
  • Big Boo's Haunt: Syncope, one of the Switch-exclusive Dream World dungeons.
  • Bonus Dungeon: The Tomb of Simulacrum, accessed by getting all the secret shards, and getting all the forbidden keys from the secret dungeons opened with them, along with the last one from Passel at the end of the Grand Library.
    • And then there's The Promised Remedy, which has very little in the way of puzzles but a brutal Bonus Boss, That Guy. Getting to it requires having all ten hearts at least, and clearing most of the game twice and scrounging for well-hidden secret areas if you don't use a guide.
  • Bragging Rights Reward: The rocket launcher under Dungeon Bypass is a zig-zagged example. In a normal playthrough, it's going to be the last weapon you get, and will mostly be used for clearing through the last few secrets on the overworld. However, the games structure means you could get it before clearing most of game's puzzles, if you know what you're doing and go well out of your way.
    • Averted against the Bonus Boss, as said rocket launcher is the only weapon that can harm him.
  • Developer Room: Ludo City, the only secret on the overworld that can't be accessed with just the stick. It contains Old Man scarecrows from the first game spouting lines from the developers, along with various easter eggs.
  • Developers' Foresight: Tippsie has lines for every uniquely named area in the game, including many one-room secret areas.
  • Dungeon Bypass: The final dungeon gives you "The Ultimate Weapon", a rocket launcher that you can shoot at any locked door, barricade, and many obstacles to blast through them.
  • Enemy Posturing: Cyber Jenny and Ultra Mechabun both have a posturing step in their AI cycle.
  • Guide Dang It!: This game has very fiendish secrets, many hidden in the already-secret portal worlds.
  • Homing Projectile: Most "energy ball" projectiles will home in on you to some degree or others. Some more "physical" projectiles are homing as well.
  • Japanese Delinquents: One of the outfits has this look, with a long-skirted school uniform and surgical mask.
  • Level Ate:
    • The Sweetwater Coast, a beach full of giant candy canes, ice cream cones, and jelly drops.
    • The Pepperpain Prairie, with its giant peppers, lakes of hot sauce, and banana mine.
  • Line Boil: Still present, even with the switch to 3D graphics. Whether an object has wibbly outlines is a good indication of if it can be interacted with, in some way.
  • Nailed to the Wagon: Tippsie isn't able to get a drop of potion this time around, and is clearly in withdrawal much of the time. Ittle likes to taunt her about this, and it turns out that Ittle's been finding potions the whole time and keeping them for herself.
  • Noodle Incident: Ittle is interrupted before she can even mention it.
    Ittle: Good thing I glow in the dark ever since—
  • No Party Like a Donner Party: At the end of the first game, Ittle and Tippsie leave the island aboard a new raft, taking Itan Carver along with them. In the sequel's intro, the raft now carries a sick-looking Ittle and Tippsie, along with a human skull.
  • Old-Timey Bathing Suit: One of the unlockable outfits. With the stripes and the locker key tied to her ankle, it makes Ittle look a bit like an escaped convict.
  • Punch-Clock Villain: All the enemies and bosses were hired for this adventure. You can find a few NPCs that can't remember what their hints are supposed to be, and all of the bosses can be found in an employee-area village where they won't fight you because they're off the clock.
  • Put on a Bus: Itan Carver, who sailed off with Ittle and Tippsie at the end of the first game, is nowhere to be seen here. He does play a role in the game's backstory, however. Passel is his brother, and he helped with the creation of the island and left him as its caretaker.
    • Bus Crash: If the human skull on Ittle's raft is his.
  • Recurring Boss: All of the mech pilots are fought twice, except for Cyber Jenny, who's fought three times. Ultra Mechabun is also fought three times if you do the optional dungeons.
  • Sequence Breaking: Very much encouraged. The first seven dungeons can be done in any order you want, and the game even keeps track of what order you're doing them in. The bosses, however, are always fought in the same order regardless of what dungeons you complete first.
  • Shield-Bearing Mook: Two new enemies based on Flopflop: One wields a spear, the other a cannon.
  • Tactical Suicide Boss: Two of the Switch-exclusive Dream World bosses:
    • An unnamed stationary mechanical crystal that shoots energy balls in a predictable pattern, which you need to reflect back into it using mirrors in the room.
    • The Skullies, a trio of skull-shaped tanks made of ice. They have two attacks, a scythe and fireball cannon; they’re immune to your weapons, but not their own fireballs.
  • The Very Definitely Final Dungeon: The Grand Library, which requires you have the other seven raft pieces to enter, and is the only required dungeon you can't beat with just the stick and the item inside.
    • For the Dream World, Quietus, which requires you to complete the other four Dream World dungeons and have the Fire Mace from the Grand Library to enter.
  • Warm-Up Boss: Cyber Jenny, the first boss in the game. Her Mini-Mecha makes her look intimidating, but all of her attacks are easily avoidable, and she stops to taunt every so often. It's possible to get through this battle without taking a single point of damage.


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