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  • Annoying Video Game Helper: The Guides are sometimes very intrusive in the "help" they provide, particularly when they bash themselves against the screen or natter on at length about obvious topics.
  • Breather Level: Land 8 in the sequel can be seen as this, moreso if you're playing Good. The enemy will mostly leave you alone compared to Land 7, and unlike on Land 7, it's very possible to convert the enemy town housing the destructive wonder before it's used on you without having to send your creature to attack it.
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  • Ear Worm: The sailor song. Also "Deeeeaaaath..."
  • Fridge Horror: The Gods' Playground has a very tiny village consisting of three girls, two boys and two men. If you play there for long enough, you'll eventually have a decent-sized population... who will all be closely related to each other.note 
  • Game-Breaker:
    • Artifacts in the first game. Considering all you have to do is leave villagers to dance around it for a few days, artifacts can trivialize multiple aspects of the game since they can be used to create giganic Wonders and generate belief. Need food or wood? Build a giant Norse Wonder and never see those desire flags again. Pesky creature around your village? Build a giant Greek Wonder and freeze it for thirty minutes. In addition to this, tossing artifacts around and dropping them in villages is an impressive act by itself; it's not rare to see belief gains in the hundreds using a decently sized artifact this way.
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    • In the second game, punishment spikes. The people don't like having them around, but they increase the productivity of the villagers working in a building for each spike you plop down near it. The buildings that you can increase the productivity of includes epic miracles. It is very plausible for an evil god to completely deprive the enemy of his villagers and soldiers by deploying the Siren once every six or so minutes with only about 30 villagers worshiping it.
    • The Lion creature in the first game (fitting as the dev is Lionhead Studios) is ridiculously good. He's tied with the Wolf, Gorilla, and Leopard for the best strength stat in the game, a speed of 7 which is high-tier, and an intelligence of 7 which is again high-tier. Overall he has the best average of stats of all creatures.
  • Good Bad Bugs:
    • In the sequel, holding a burning object over something flammable will set it on fire, even outside the area you can normally influence. This becomes a Game-Breaker if used to destroy enemy buildings and catapults, since there is no defense against it.
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    • In both the first and the second game, abusing terrain and the zoom feature at specific places lets you throw anything (rock, person, fireball..) a few thousand miles into the sea.
    • In the first game, if you hold a food or wood miracle over the store and tap it continually it will give you masses more food than if you just hold down the mouse and use it all at once.
    • In the first game, picking up and putting dead villagers through a teleport miracle will bring them back to life, even if they have decayed into skeletons. These undead villagers will have zero health (and will return to their dead state if picked up again), and cannot be healed or made into disciples, but they regain health by sleeping and cannot be killed by conventional means.
    • The first game saved the player and Creature information separately from the game files. If the Creature is in a rough spot in the campaign, you can open a sandbox game and heal it, train it up, help it grow, or teach it all the miracles that it wouldn't normally have access to.
      • This also allowed the player to essentially have a New Game+, since if they loaded an early save at any point where they already had their creature, it'll be exactly the same since the file won't be overwritten. It's the only way to use endgame creatures like the Turtle/Wolf/Lion in the first land.
  • Most Annoying Sound:
    • For pity's sake, villagers, we know you need more resources. we'll get to it in a second, so SHUT UP! It's exacerbated by the fact the AI makes it nigh-impossible to keep their needs balanced: if you satisfy their need for food, they start wanting to have babies, which means they need more houses, and then they need more food, which makes you want to fireball them, which makes them beg for mercy...
    • The Deeeeeaaaath... whisper when a villager dies, which is quite frequent if you're evil or otherwise bad at keeping them alive.
    • The sailor song. The interminable, unskippable, thrice-repeated sailor song. Any Good god who weathers those Eidle-eidle-eeees without flinging the sailors into the ocean has earned its halo.
    • The Guides have a few helpful pointers that they're prone to repeating ad nauseam, whether or not they happen to be blindingly obvious. Particularly bad when paired with a But Thou Must!
      "No, let's try rotating first."
  • Nightmare Fuel: Every time a follower of yours dies, a thin, creepy voice whispers "deeath". This is made worse by the fact that if you have a common name like John, that voice will start to whisper YOUR NAME! Expect an Oh, Crap! moment.
  • That One Boss
    • Black & White Creature Isle brings us Naxo the Rhino, whose trial requires your creature to defeat him in combat. Along with being able to heal himself to full several times, he's capable of using telekenesis to strike your creature from a distance, as well as tossing rocks from outside the arena that deal massive amounts of damage should they collide with your creature.
  • That One Level:
    • The third island again. You're shoved on top of a mountain that barely has room for a half-decent village with virtually no supplies save for what you threw in the portal beforehand, plus your creature has been stolen and you have to cross the entire damn island just to get it back. By the time you do, it'll die on the spot and shrink. Moreover, creating supplies via miracles is terribly slow and inefficient, as you no longer have access to the Norse Wonder which supercharges them, plus the forests that are already planted will be picked clean by the rival God if you don't get to the first.
    • Third island nothing, fucking fireball storm. The most effective strategy in Island 4 is invariably "Look up which curse maintains the Firestorm on the Internet and take it out first."

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