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Left to right: Claire, Melody, Allison, and Jodie.

Super Lesbian Animal RPG (SLARPG) is a turn-based RPG by Bobby Schroeder (also known as ponettplus and for the Sonic the Hedgehog (Archie Comics) commentary blog Thanks Ken Penders) using RPG Maker VX Ace. A demo was released in February 2018 that covers the first dungeon of the game. The game was officially released on Steam and Itch on December 20th, 2022.

Melody Amaranth is a benevolent, transgender, and bisexual pink fox who starts training as a paladin to support her new girlfriend, a lesbian, strong, and adventurous desert cottontail punk rocker named Allison Goleta after she decides to become an adventurer. After some lighthearted adventurer business gets out of hand, they and their friends Claire Higsby, a transgender, lesbian, and somewhat reckless Highland cow witch, and Jodie Caldwell, a lesbian Bengal tiger knight, find themselves responsible for the fate of their town.

A prologue comic showing how Melody and Allison decided to start dating and adventuring was released just before launch.

Started out as a My Little Pony: Friendship Is Magic fangame called Super Lesbian Horse RPG, but has been significantly reworked and expanded. See also Them's Fightin' Herds, another game that started out as a My Little Pony fangame.


Super Lesbian Trope RPG:

  • 11th-Hour Superpower: For the Final Boss fight, Melody and Allison are able to channel a massive amount of mana into themselves, granting them more power and changing their appearances. However, it takes a toll on them, knocking them out for fifteen minutes and reverting their bodies to normal as soon as the battle is won.
  • Absurdly Low Level Cap: It's possible to reach the cap of level 30 before you even step foot in the final dungeon.
  • Action Mom: Allison's mother Amelia is an adventurer herself, and even took Allison on a few excursions when she was a kid.
  • Adaptational Expansion: While Super Lesbian Animal RPG shares a basic skeleton with its fangame predecessor, it vastly expands on that foundation in every aspect.
  • Adaptational Sympathy: Queen Verena was just a Multiversal Conqueror with no redeeming qualities in Super Lesbian Horse RPG. Here, not only is she much more reasonable, but she brought magic to the people of Reverie, and her warmongering is fueled mostly by Javis stoking her rage against Reverie's gods for the supposed death of her wife rather than imperialism for imperialism's sake. She doesn't even care about her empire, and calls it all off in an instant after finding out that her wife is alive.
  • Adventure Guild: The Paladin Brigade is a big one, while Claire and Jodie are trying to start her own guild with the other protagonists. Partially because Jodie is dating Faith, head of the Paladin Brigade, and it would be a conflict of interest for her to be a member.
  • All in a Row: Played straight, but everyone walks slightly out of line, with Allison usually sticking out the most.
  • Amazing Technicolor Wildlife: Both Melody and Allison are shades of pink. Claire is a subtle example, with yellow-ish fur and orange-ish hair, and Jodie has dark magenta stripes.
  • Ambiguously Human: Verena is the closest thing the game has to a human, but as an immortal Dimensional Traveler with godlike powers, pitch-black sclerae, and hair resembling a starry night sky, it's not clear whether she still counts as one anymore.
  • Amicable Exes: Act IV reveals that Allison and Jodie used to be an item. They broke it off after realizing they weren't a match for each other, but they're still great friends and teammates despite this.
  • And Now for Someone Completely Different:
    • After the first dungeon, there is a brief moment where you play as Allison looking for Melody at night.
    • Act IV starts with Jodie being the one leading the party after Melody's panic attack and subsequent fallout with Allison. Later on, the party splits up into pairs; first you play as Melody and Claire, then as Allison and Jodie.
    • Also during Act IV, there is a brief sequence where you play as Verena.
    • Claire and Jodie each have a sidequest where you control them. The latter's also includes battles where she is joined by Faith.
    • In Act V After the party are captured, you initially play as Allison on her own until she finds Melody and they free the others.
  • Animated Armor: The party ends up facing a few enemies like this, first being Gold Armors in the Guardian's Vault deep below Greenridge, and then Emerald and Cerulean Armors in the Uncanny Valley. They're inhabited by little shadow creatures, and while they pack a punch at first, they break apart and get much weaker as their HP drops.
  • Anti-Frustration Features:
    • The game has difficulty settings that change the stats of the party and enemies as well as making all flee attempts (except for bosses) successful, so if you're having trouble or if you're playing more for the story, the battles will be easier.
    • If you do the Woodland Paladin training, there will be a sequence where Melody has to fight by herself, but the enemies are ones from earlier in the game that can easily be defeated in one or two hits by now if you've levelled up enough.
    • Because getting an enemy's bestiary entry is random, it's possible to miss some of them in areas where the enemies don't respawn, and in places that you can't revisit later. The monster dens exist not only for Level Grinding but also so you can keep fighting certain enemies until you get their entries. As for places you can't revisit later, you'll be able to visit the monster dens from those areas at Zinnia's place.
  • Art Shift: During Melody and Allison's kiss at the beginning of the game, the art style suddenly downgrades to MS Paint quality, potentially to avoid Girl on Girl Is Hot.
  • Awful Truth: The end of The Crypt sidequest reveals that the Celestial Wasteland is one giant, derelict cryptocurrency mining rig, which the undead citizens of Mumford were all meant to maintain for eternity.
  • Background Music Override:
    • One of Allison's abilities, "Theme Tune", is explicitly this with her own theme and boosts her Star Power to enable her to use stronger attacks.
    • The second part of the first dungeon has the background music continue to play throughout battles and even on the victory screen. The same goes for the second part of Mt. Sappho.
    • The Playable Epilogue has a rather peaceful song playing throughout all the places you can visit.
  • Bait-and-Switch: If you look around Faith's office you'll see a can of tennis balls that Faith admits is to deal with bedroom trouble she's been having. Instead of alluding to anything dirty, she puts them on her horn when she goes to sleep so she doesn't accidentally stab Jodie.
  • Battle Couple:
    • Melody and Allison, the game's main pair. Allison is a frontline fighter, while Melody tends more towards support.
    • While they don't fight together often in the game itself, Jodie and Faith are both talented combatants as well.
  • Beast Man: The lore says that all Beastfolk are part of the same species, even though they resemble different species of Funny Animal. Nobody is sure how this is possible.
  • Blood Knight: Queen Verena. She gets so excited when fighting the party that she ends up boosting everyone's magic power, just to make the fight more fun for everyone involved.
  • Breaking the Fourth Wall: Occasionally—for instance, Allison notices that someone obviously has a crush because of the little hearts in her dialogue.
  • Brick Joke: While playing as Allison by herself in Act V, one of the enemies she can encounter is a Color Wheel, which can change one of the other character's color palettes, only for Allison to point out that she's not there. If the next battle encounter has that character back in the party, it will start with their color palette having been changed.
  • Cast from Hit Points: The Reaper tome's spells all expend the user's HP, rather than their mana (save for Soul Drain, which costs star power).
  • Cast Full of Gay: You did read the summation above, right? The protagonists are lesbians, with the exception of Melody, who is bisexual, and two are trans women. Not to mention most of the major characters are LGBTQIA+ also. The FAQ discusses this trope.
    Are all of the characters in the game gay?
    Not all of them, but a lot of the major characters are. I don’t want the game’s world to be a world where everyone is gay, because our world isn’t like that. But, speaking from personal experience, LGBT people tend to stick together. So I don’t think it’s that far fetched [sic] for most of Melody’s close friends to also be LGBT, because that’s what my actual circle of friends has ended up being like.
  • Cell Phones Are Useless: Halfway into Act I, some kind of electromagnetic interference blocks cell phone signals on the Sapphire Islands, cutting them off from the outside world.
  • Character Blog: It's not set on Earth, but Melody still has an in-universe tumblr which is also real.
  • Chest Monster: Mimics are a reoccurring miniboss in the game, but only one of the three is actually hostile and will attack. The other two leave you alone or thank you for fighting off a much stronger monster.
  • Child Mage: Pepper is just a kid, but her supervillain grandpa has taught her enough magic to blast the monsters attacking the family store.
  • Co-Dragons: Javis and Alison's (former) coworker Paula both serve as the loyal subordinates of Queen Verena, though for different reasons.
  • Cognizant Limbs:
    • The Grotto Mermaid's tail can be attacked, reducing her offensive power, before her body is defeated.
    • Cryptkeeper Daedalus consists of a central body as well as two massive hands.
  • Combat Medic: With the right spellbook, Melody can dish out damage as well as she can heal it off. Later on, she gets an exclusive charm from a sidequest that brings her physical power close to par with her magic.
  • Complacent Gaming Syndrome: Discussed. An NPC in Sanctuary will suggest that it's worth trying new spellbooks from time to time, rather than sticking to the old ones just because they seem reliable. invoked
  • Cowboy:
    • The zombie citizens of Mumford play into this aesthetic (except for Ipsy and Nef).
    • Clintson also fits the bill, although the party is baffled by his mannerisms.
      Claire: Okay, can we... stop for a second? You're some kind of extradimensional entity, right? Why are you a cowboy? What the hell is up with all the cowboys lately?
      Clintson: Now ain't that just one a' life's great mysteries?
  • Crusading Widower: Verena's motivation for trying to reclaim all magic to fight the Gods of Reveria is to avenge her dead lover, Zinnia. However, she was/is being lied to by Javis, as Zinnia is still alive, and immediately stops her crusade upon learning the truth.
  • Damager, Healer, Tank: Everyone in the party slots into one of these roles, and they build star power in battle by playing to their strengths. Melody, the healer, gains star power by casting healing spells. Allison, a physical brawler, by attacking things. Claire, a spellcaster, by attacking things or casting offensive spells. And Jodie, the tank, gets star power by taunting enemies into attacking her instead of her allies and by casting shield spells.
  • Dangerous Forbidden Technique:
    • The ritual Claire uses to boost Melody and Allison's mana is fairly dubious in both safety and origin. Beyond that, her use of it is what catches Javis and Verena's attention in the first place. Claire Dooms the Planet indeed.
    • On a lesser scale, the Reaper tome is regarded as this by the party from the moment they find it. It's infused with more magical power than any other tome they've come across, and no other spellcaster in the game can trace its origin. Three of its spells take a percentage of the user's lifeforce to activate, and the final spell apparently saps the target's soul to heal the caster.
  • Deadly Upgrade: While infusing someone with mana can grant incredible power, overdoing it will take a hefty toll on their body, as evidenced with Paula in the Flurry Mountains. She passes out halfway through her rematch due to mana poisoning, and if Melody weren't there to drain the excess mana in the aftermath, she could've died.
  • Degraded Boss:
    • There are "upgraded" versions of the Core Guardian that was fought as a boss in the first dungeon, but as regular encounters instead.
    • There are two of them in Mt. Sappho. The first, the Big Dust Bunny EX, is technically stronger than the original Big Dust Bunny... but it's still weak enough that by that point in the game it's only a miniboss. The Gumball Goliath, meanwhile, is identical to its original appearance, which means the party has long since surpassed it.
  • Does Not Like Magic:
    • Paula, Allison’s coworker, thinks that magic-users have an unfair advantage and particularly resents Allison and Melody for using a ritual to “cheat”. Though she doesn’t have a problem with Verena empowering her with magic in order to remove the magic from the world.
    • Verena wants to take back the magic she gave to the world, believing that it enables too much destruction.
  • Dragon with an Agenda: It turns out that Javis lied to Queen Verena about her wife Zinnia being dead, because Verena's plan to take revenge on the world by erasing all magic was the most excited she's been in ages and he didn't want to ruin her "fun". Furthermore, when Verena calls everything off to reunite with her wife, Javis decides to conquer the world for himself while Verena's back is turned.
  • Dual Wielding: A late-game charm, when equipped, allows its wearer to wield a second weapon instead of a spellbook.
  • Dungeon Town: In Act III, Greenridge gets turned into one by Javis' Reality Scrambler, and the party has to navigate the corrupted town to evacuate the citizens.
  • Earth All Along: Schroeder actually addressed this trope on Tumblr saying that Reverie definitely isn't a post-apocalyptic Earth.
  • Embarrassing Old Photo: Allison hid her family photo album because of these, including a photo of her "scene" phase in high school and a pic of her wearing a carrot costume as an infant.
  • Enemy Within: Harmony, who essentially introduces herself as Melody's depression, anger, and self-loathing given shape.
  • Fake Special Attack: In its boss fight, the Trash King will sometimes spend a turn charging a powerful spell. It doesn't actually know any magic, however, and just does nothing its next turn.
  • Fire, Ice, Lightning: Some of the chief elements in the game's magic system. Claire learns fire and ice spells naturally, and Allison learns an electric attack later on, but for the most part, the party will need spellbooks like Spellblade to cover the third element in the trinity.
  • Floating Continent: The Celestial Wasteland sits in the skies above the Sapphire Islands.
  • Flunky Boss:
    • The Gumball Goliath dispenses up to four individual gumball-men as support.
    • Javis' balloon-headed son, Bigby, can summon a miniature sun and a storm cloud.
    • Javis himself likes to summon glitched versions of the PCs, though never more than one at a time.
  • Friendly Zombie: Just about every undead you encounter in the game is friendly. Heck, they make up more than half of Mumford's population. It turns out they’re the mind-wiped Undead Laborers of an evil corporation.
  • Furry Confusion: An early miniboss, the Trash King, invokes this in the characters. Due to its size and title, the party assumes it's another Beastfolk and try reasoning with it, only to find out that it's just a big bird that likes collecting trash. Mona calls them dumb for taking so long to realize.
    • In the lore section of the Quest menu, it's further explained that Beastfolk are all the same species despite their resemblance to a variety of other animals.
    • In the Uncanny Valley, Melody and crew come across an actual rabbit she finds it adorable, calling it a 'mini Allison'.
  • Gameplay and Story Integration:
    • When playable characters cast spells in cutscenes, they actually lose MP.
    • Claire won't equip armor in the head slot if it means taking off her signature hat. That means no helmets or other hats, but circlets are fine. Her ultimate equippable hat is just a smaller witch hat that she can wear underneath her usual one.
    • At the start of Act IV, Melody and Allison lose the ability to kiss each other in battle, due to the tension in their relationship. After clearing Zinnia's trials on Flurry Mountain and clearing things up, they regain the ability.
  • Gameplay and Story Segregation: Parodied. In the options menu, there's a slider titled "Ludonarrative Dissonance". It does absolutely nothing.
  • A God Am I: After deciding that he still wants to conquer the world even if his Queen is no longer interested in the empire he'd been preparing for her, Javis transforms himself into "God King Javis".
  • The Greatest Story Never Told: Despite having saved the world at the end of the game, Faith intentionally suppresses the details of how it all ended, so that formerly-misguided Verena will be able to rejoin modern society without being blamed for all of the recent problems.
  • Guest-Star Party Member: In a lategame sidequest, Faith fights alongside Jodie during their one-on-one date. She also joins the party for the final boss battle.
  • Hailfire Peaks: The Celestial Wasteland is Shifting Sand Land mixed with Eternal Engine.
  • Hammerspace: The term is used by Claire to describe a spell she can used to warp an item away and summon it back later. In the Epilogue, it turns out that everything was being transported to a closet in a home in Verena's pocket dimension, since it's a spell that Verena made for her personal use that she's forgot about.
  • Heel–Face Turn:
    • Verena abandons the idea of laying waste to Reverie fairly quickly after her final battle with the party, especially after finding out that Zinnia's still alive after spending a millennium assuming her to be dead at the hand of the Gods.
    • Javis' sons also change their tune once their dad's out of the picture, since they aren't as into the idea of multiversal conquest as he is.
  • Hub Level: The Astral Plane, accessed through certain doors in different regions, some of them freestanding and unattached to anything. A late game item called the Astral Bell allows access to it from anywhere.
  • Hub Under Attack: In Act III, Javis corrupts Greenridge and overruns the town with monsters, turning it into Glitchridge.
  • Interspecies Romance: Nearly every pairing in the game is this. To name a few, there's Melody and Allison (fox and rabbit), Jodie and Faith (tiger and unicorn), and Beth and Mary Ena (bird and hyena).
    • While different races of beastfolk are all *technically* the same species, Verena the human and Zinnia the dragon are married.
  • Jerkass Gods: The entire conflict of the game was set in motion because the gods wanted to keep magic to themselves; when Verena taught it to too many mortals, they threw a fit, destroyed her academy and killing everyone there, and banished her from Reverie.
  • Let's Split Up, Gang!: Zinnia's team-building exercise requires the Novas to split into pairs to explore the Flurry Mountains. Notably, Melody and Allison end up paired with Claire and Jodie respectively, rather than sticking together as usual.
  • Life Drain:
    • The Reaper tome's Soul Drain has this effect, as a way for the user to sustain its other spells.
    • Melody's ultimate charm, the Spiked Bracelet, adds this property to her physical attacks to her benefit.
  • Magic Knight: Three of the four main party members, plus The Paladin Brigade.
    • Melody is a paladin, but leans more towards the spellcasting side. She can hold her own in a physical fight, but her main role is healing.
    • Allison focuses mostly on physical attacks, with only one innate skill that even uses MP (Lightning Kicks), but she can still equip spellbooks and use the spells they contain.
    • Jodie, the bulwark knight, can create magical barriers to defend her allies or chain up enemies temporarily.
    • Faith, in the two quests where she joins the party, acts largely as a more powerful version of Jodie, capable of shielding the whole party, healing, and attacking with powerful "mana bombs."
  • Mana Drain: Melody learns a mana drain spell in the midgame, a fair number of enemies can also use it.
  • Mana Meter: Mana is used to cast spells and use other special skills, it can be replenished with ethers. There is also a "star meter" that starts combat at zero and is slowly filled by actions that fit the character's class (healing for Mel, bashing stuff for Ally, attack spells for Claire) and is used for more powerful skills.
  • The Man in Front of the Man: While he's nominally subordinate to Queen Verena, Act V reveals that Javis was far more invested in the expansion of her interdimensional empire than she ever was. He's also been actively lying to her to ensure she'll go through with her plans to "reboot" Reverie, and tries to prevent the party from speaking with her lest they convince her to back down.
  • Medium-Shift Gag: In the Neon Labyrinth, there is one room with an 8-bit style that the characters are also transformed into. Another room has them change through various art styles (and at one point being in their normal art style but bigger). There's also the room where the party is normal, but the floor is replaced with a kid's maze puzzle, and the chests are also drawn in this style.
  • Metal Slime: Loot Scooters, golden snails with treasure chests for shells who try to flee quickly but are worth a lot of experience and gold.
  • Money Spider: All monsters, even the literal dust bunnies, drop gold when defeated.
  • Monster Compendium: Mona agrees to help the party write a bestiary at the start of Act II. From that point on, every enemy has a chance to drop their bestiary entry at the end of combat. The reward for completing it is... well... having a completed bestiary. In the Epilogue, Mona realizes it was mostly a waste of time due to all of the extra-dimensional monsters that make no sense, as well as the people that would be insulted by having their boss fight entries included. But at least Claire's keeping her promise to move her guild out of the library in return for it.
  • Multiversal Conqueror: Javis' invasion of the Sapphire Islands is done in service of his superior, Queen Verena, as the first foothold in establishing a universe-conquering empire. He's the only one interested in multiversal domination, however, as Verena's driven solely by heartbreak and spite against the gods of Reverie, and abandons the whole thing in the end.
  • Mysterious Past: Claire refuses to talk about her past, even asking the fortune teller to skip over her past card. But it's implied to have something to do with her reckless attitude towards learning magic. It turns out her family was abusive and it gave her the impression that she couldn't rely on others to help her, and that she needed to catch up fast on magic.
  • Nepotism: Javis appoints his sons as commanding officers within days of creating them. He has absolutely no shame about it, either.
    Javis: Some may accuse me of nepotism for putting my four sons in charge, especially when they're mere days old. To that, I say: I do not care!
  • Non-Human Head:
    • Not that many of the characters are human to begin with, but Javis has a video tape for a head with a single cyclopean eye.
    • His children are all much the same, with the exception of Clintson. Bigby's head is a balloon, Killer Ray's head is a gear, and Roy's head is a clock.
  • Oblivious to Love:
    • It's stated many times (and shown in the prologue comic) that Melody and Allison were completely unaware of the mutual nature of their crushes before they finally started going out.
    • Claire needs encouragement to even admit her feelings for Beverly, whose flirting is obvious to her friends. Even then, she only asks Beverly out after the Rush Hour quest.
  • Ominous Visual Glitch: Javis' Reality Scramblers turn the area around them into a glitched-out mess with distorted interface elements, looking like a Kill Screen or a Minus World.
  • Optional Boss: Javis' sons set up shop in different parts of the world during Act IV, and can be challenged whenever the party feels fit.
  • Our Dragons Are Different: Reverie's dragons are inherently huge, but have the power to shapeshift into a size closer to Beastfolk, or even into other species (though they still have to revert to their full size every so often). They're also incredibly long-lived, with Zinnia in particular being over a thousand years old.
  • Ouroboros: Hoop Snakes are an early enemy, playing into the classic imagery. Their bestiary entry even references the mythical Ouroboros by name.
  • Palette Swap:
    • The Color Wheel monster can inflict these on the heroines. It does not do anything else.
    • Melody’s Enemy Within, Harmony, initially looks like a mirrored copy of her, but switches to a gray Red and Black and Evil All Over palette.
  • Party Scattering: During Act V, the party are imprisoned by Javis. Allison is rescued by Beth and Mary Ena, who give her a key to escape; she then finds that Melody used the Astral Bell to escape, and they rescue Jodie and Claire from two different cells.
  • Peninsula of Power Leveling: Most areas will have a "Monster den" which will have enemy encounters happen randomly as long as you're inside. These are useful to do some Level Grinding, as well as acquire any bestiary entries you didn't get from enemies that don't respawn.
  • Physical God: There's a reference to the gods making TV appearances. And the villain is the long-vanished goddess of magic. Though she later says she's not one of Reverie's gods and they destroyed her school and banished her when they found out she was teaching mortals magic.
  • Pink Means Feminine: All of the girls wear pink and have it as part of their ensemble.
  • Plant Person: While not as populous as Beastfolk, a few Plant Elementals call the Sapphire Islands home too. There's Noel, who has an animal sanctuary in the Uncanny Valley, and their cousin Senna, who runs an inn in Mumford.
  • Playable Epilogue: After defeating the Final Boss, there's an Epilogue sequence in which Melody and Allison can warp back to all of the towns and talk to all of the characters about what their future plans are before returning home.
  • Plot Tunnel: After Jodie joins the party, attempting to go back to where you warped to the Celestial Wasteland from will reveal that the path has been blocked. The Astral Door in Mumford won't work either. You end up having to use another warp, and while you regain access to the Astral Plane after that, you still can't go to Greenridge because it's been taken over by Javis. It's only after clearing the Guardian's Vault that you'll be able to travel to all previously visited areas freely again. You'll also be limited in your backtracking after starting Zinnia's quest since the Party has been split up.
  • Point of No Return: The summit of Mt. Sappho, just before fighting Queen Verena.
  • Post-Final Boss: "God King Javis", fought after Verena is defeated. He has some powerful abilities, but between Faith's assistance and Melody and Allison getting a last-minute upgrade, he's not as much of a challenge.
  • The Power of Love:
    • The source of Melody's magic, should she choose to become an Amorous Paladin at the start. She and Allison can also kiss each other in combat to buff their stats and build star power.
    • Claire and Jodie can gain the ability to kiss Beverly and Faith, respectively, by doing the associated sidequests.
  • Punny Name:
    • Paula is a polar bear.
    • Mumford is a desert town with a mostly-undead population (although Nef's the only one who really looks like a mummy).
  • Queer Colors: Claire's outfit is blue, pink, and white, the same colors as the Transgender flag. It gets lampshaded at one point if you examine the Trans flag in her bedroom, where the rest of the party will note how her outfit uses those colors, which she claims is just a coincidence that she didn't realise.
  • The Quiet One:
  • Quirky Miniboss Squad: Javis' four sons, who set up corrupted lairs in the different world regions and drop some decent gear when defeated.
  • Reasonable Authority Figure:
    • Faith, the town's Guardian and Jodie's partner. She's hesitant to give the party too much slack, mostly given Claire's history of causing trouble, but once it becomes apparent that they're the best hope for saving the world she's more than happy to help them however she can.
    • Shockingly, Verena, when Javis doesn't have his claws in her. Not only is she receptive to Claire and the rest of the party's arguments in favor of keeping their magic, but the instant she finds out Zinnia is still alive, she abandons her revenge scheme entirely.
  • Redemption Rejection: Even after Melody saves her life and after Verena gives up on her plan, Paula still hates magic and refuses to accept that it isn't always bad. She also completely refuses to return to Greenridge and stop being an asshole.
  • Retired Monster: Bartholomew was once a world-conquering evil wizard, but now he mostly just paces around in front of his daughter's magic shop while complaining about young whippersnappers and being a bad influence on his granddaughter.
  • Retraux: One part of the Neon Labyrinth turns the party into sprites resembling those used by the Game Boy Color Dragon Quest games, with side rooms including the Game Boy palette (and also "realistic" sprites based on older default RPG Maker characters).
  • Robe and Wizard Hat: Claire’s default outfit. In fact, she’s normally unable to equip helmets and other hats because the hat is non-negotiable. Her ultimate piece of headgear is a second, smaller hat that she wears under her main one.
  • Route Boss: The Resolute Paladin training quest has the party fight against the three members of the Paladin Brigade.
  • Scary Librarian: Mona is a meek-looking mouse librarian, but she's clearly repressing a lot of anger most of the time, especially towards Claire for her mess-making and using the library as her Guild's office. Allison chooses to interpret it as Belligerent Sexual Tension.
    Mona: Allison, don't make me climb over this desk and strangle you.
  • Schizo Tech: Weaponry and armor are still medieval, but they have the internet and smartphones.
  • Shout-Out:
    • The conversation with Claire before the first dungeon is interjected by an It's Always Sunny in Philadelphia title card, complete with a chiptune homage to the show's theme.
    • One of the game's weapons is a Ruby Spear ("Now I'VE got your weapon!"). And you can get it from Super Fighting Robots, no less.
    • Claire's alternate color palette when switched by the Color Wheel enemy is that of an Alternian troll (specifically, Vriska or someone of her same blood color). While Jodie looks like Battle Cat, Allison like Enid, and Melody Whisper the Wolf.
    • Claire's surname, Higsby, is also confirmed to be a reference to an NPC from the Mega Man Battle Network games.
    • The animation for Claire's Blink spell has her making a peace sign and turning invisible, just like a popular meme video.
    • The item description for the cowgirl hat reads 'Be The Cowgirl', referencing the album 'Be The Cowboy' by Mitski, an artist with a strong LGBT Fanbase.
  • Shut Up, Hannibal!: In the final conversation with Harmony, shortly before the end of the game, Melody attacks her with Gust and tells her that, while she'll still need to work through her issues in the long term, in the short term she's extremely sure of herself and not willing to waste time on self-doubt.
  • Sickeningly Sweethearts: At least half of Melody and Allison's shared dialogue consists of references to making out.
  • Sleeves Are for Wimps: Allison's your party's main mundane damage-dealer, and has torn the sleeves off the jacket she always wears. There's even a joke where Melody looks at her wardrobe, and explains she's trying to see if Allison's done that with all her tops.
  • Solo Sequence:
    • When trying to activate a warp back to the Sapphire Islands, the party has to split up and go to different rooms, where the switches have to be turned on at the same time. During this part, you play as Melody by herself, where enemies will run away from encounters after one turn. Soon after She ends up hallucinating an infinitely looping room, and has a confrontation with Harmony for the first time.
    • You play as Melody on her own again if you do the Woodland Paladin training, but the enemies are just ones from much earlier in the game and easy to defeat by this point.
    • There's a brief part in the final dungeon where you play as Allison after Javis imprisons the party, but it's not too long before you find the others.
  • Spell Book: According to Catherine at the magic shop, they're actually artifacts that allow the carrier to know every spell written upon them, though one can only equip one at a time due to their weight.
  • Squishy Wizard: Claire doesn't have that much HP compared to the rest of the party. Melody's more durable, but not to the extent Jodie is.
  • Starter Equipment: Melody gets a bent staff at the start of the game from one of the other paladins, while Allison finds an old sword with a defective gem at the end of the first dungeon. The loot from the first boss also includes a pair of iron gauntlets and a cardboard box that can be worn as improvised armor.
  • Stock Animal Diet: Allison, a rabbit, restores extra HP when eating An Single Carrot. There's also a picture of a much younger Allison dressed as a carrot in her family photo album.
  • Suspicious Video-Game Generosity: You'll occasionally find vending machines that you can buy healing items from. One of them is found while playing as Allison and Jodie in the Flurry Mountains (which is even lampshaded), shortly before an encounter with Paula, who has been empowered with more magic. There's another one just before the fight with Queen Verena.
  • Sword Plant: Lady Provence at the Paladins' HQ got her sword stuck in a hole in the floor near the start of the game. She spends the whole day standing around it, hoping nobody will bat an eye.
  • Take That!: The Crypt sidequest culminates in a massive one towards cryptocurrency, as it's revealed that the entire Celestial Wasteland was built to mine Fun Coins.
  • Tarot Troubles: The girls can get three-card readings from the fortune teller in town, telling their past, present, and future. For instance: Melody gets the Magician, the Hanging Mannote , and Death.
  • Team Mom: Jodie is stated to be "the de facto Mom Friend of the group".
  • Tide Level: The Neon Labyrinth has a variant where it's not water or some other liquid that you're changing the levels of to access certain parts, but sand.
  • Time-Limit Boss: Clintson starts his fight by afflicting the entire party with a slow-acting poison, forcing them to defeat him within a certain number of rounds.
  • Time Master:
    • The Chronomancer spellbook allows its wielder to speed up allies or slow down enemies in combat.
    • Roy displays a much greater control over time in his boss fight, fast-forwarding turns, rewinding time to repeat past attacks, and even freezing party members for a few turns.
  • Token Human: In addition to Beastfolk, there's the occasional orc, goblin, elf, and centaur in the Sapphire Islands, but the only humans to appear in the game are a skeleton named Hugh Mann, and Verena.
  • Tomboy and Girly Girl: Allison's a big, buff lumberjill, while her girlfriend Melody is the girliest of the group.
  • Tough Spikes and Studs: Harmony, the personification of Melody’s self-loathing, wears a spiked collar as part of her Red Black And Evil All Over outfit. Later on, Melody is offered a spiked bracelet that can steal lifeforce from enemies she attacks, with a suggestion that she has some suppressed anger to vent.
  • Trauma Inn: There are only three inns in the whole game, one in Greenridge, one in Mumford, and the other in Sanctuary, but resting there provides a full HP and MP recharge. Same goes for using a picnic basket in the field, or taking a rest on a couch or bed in certain locations. Notably, the Mumford inn doesn't charge money; the party shares a story about their adventures once and is allowed to stay any time they like afterwards. The Sanctuary inn charges 100 gold, cheaper than a basic potion.
  • Troubling Unchildlike Behavior: Pepper aspires to become a supervillain like her grandfather. She even gives the heroines a quest to retrieve an "artifact of power" for her, which turns out to be a knife. You can rat her out to her mom and still get the quest rewards, though.
  • Truly Single Parent:
    • Javis made his sons from fragments of his essence.
    • A magic dealer in Sanctuary reveals that Bartholomew created his daughter Catherine in a cauldron with black magic. No word on where Catherine's daughter Pepper came from, though.
  • Underground Monkey: Advanced versions of enemies appear both in the form of palette swaps (e.g. Frog Bombs, Poison Frog Balls, and Elite Harpy Monks) and modified/expanded sprites (e.g. the Snowbatmen and the Fun Police). The final dungeon, Mt. Sappho, almost exclusively contains such enemies.
  • Unwitting Instigator of Doom: The ritual Claire uses to imbue Melody and Allison with mana at the start of the game is what draws Verena and Javis' attention to Reverie in the first place, leading to their invasion. This revelation horrifies her and causes friction with the party.
  • The Very Definitely Final Dungeon: Mt. Sappho, an enormous mountain in the north which has been rendered almost unrecognizable by Javis and Verena's magic.
  • Villains Out Shopping: When they're not causing mayhem on the Sapphire Islands, Javis' sons enjoy playing video games together. Their sessions tend to get rather heated, however.
  • Weather Manipulation: Bigby can shift the weather on a dime in his boss fight, changing the effectiveness of certain elements along with it.
  • Wham Episode: Act III marks a major turning point in the story. Javis' forces overrun Greenridge and take over the Guardian Tower in a bid to bring their master, Queen Verena into Reverie. Not only do they succeed, but it turns out that she's none other than Fortuna, the Goddess of Magic, here to take her magic back from the world by force. She gives the party a one-week deadline to change her mind, and the chapter ends with Melody having another panic attack in the wake of it, lashing out at Allison in the process.
  • Wham Line:
    • At the end of the Neon Labyrinth, the party listens in on Javis debriefing his minions on their mission, and in doing so, they find out just what brought them to Reverie in the first place.
      Javis: There's one other person who made today possible. Well, other than myself and Verena, of course. Why, she's so instrumental to our plan that I even bothered to learn her name! This is Claire Higsby!
    • Another one comes in Act V after Claire's heart-to-heart with Verena following the fight against her, after revealing that Zinnia survived the burning of their magic academy.
      Verena: I don't care about any of this empire nonsense. I just want to see my wife.
  • What Could Possibly Go Wrong?: Claire builds a tutorial dungeon in Allison's basement out of cardboard and uses magic to summon monsters to fight in it. Naturally Allison and Melody aren't thrilled, but she gives this line in response. Cue an It's Always Sunny in Philadelphia title card: "Claire Dooms the Planet".
  • Wizarding School: A thousand years ago, Verena and Zinnia ran one together. The gods of Reverie razed it to the ground and banished Verena to keep the knowledge of magic from spreading among mortals, but were ultimately unsuccessful.
  • World of Funny Animals: Though Beastfolk aren't the only sapient species to populate the Sapphire Islands, they're the largest demographic, due to the archipelago's proximity to the Beast Kingdom.
  • You All Look Familiar: Parodied and subverted. The recurring mummy enemy you fight in the Celestial Wasteland turns out to just be one girl who heals between encounters. She takes offense to the party's assumption that there were just a ton of identical mummies with the same fashion sense roaming the desert.
  • Zero-Effort Boss: "A Wizard." He's only a hologram, after all.

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