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YMMV / Crypt of the NecroDancer

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  • Base-Breaking Character:
    • Plenty of people are angry about Aria as of the full release. Why? Because you have to play as her to see the last third of the story. For those unaware, Aria can only use the dagger, has half a heart of health, and dies if she misses a beat. While many are happy that the game is as challenging as possible, others are pissed that they have to play as the second hardest character in the game after Coda. Later, Aria was patched to start with a potion. The change was contested almost as much as Aria herself.
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    • Bard is the only character in the game that doesn't need to follow the beat. A lot of people hate his gameplay for being very easy and generic, while a lot of people also love him, either because he is good for newcomers and learning new stages/enemies or because his speedruns are much faster since he is not limited by the groove.
  • Breather Boss: Coral Riff is the easiest boss in the game. His tentacles can be easily telegraphed and attacked before they get the chance to hurt you, and the head moves slow enough for you to time your position just right to attack him without getting caught in his splash attack. The only thing that is a nuisance in this fight are the water puddles, which can be easily negated if you have the Explorers Boots, Winged Boots, or Glass Slippers.
  • Broken Base: The Danganronpa: Trigger Happy Havoc crossover soundtrack has managed to cause quite a fracture in the fan base. Some people love the soundtrack and think it's a great addition to the game, while others dislike it because it lacks the NecroDancer charm of the other soundtracks, due to being original compositions rather than remixes of Danny B's songs. And the third group simply hates the soundtrack because of its connections to anime, and believe that it's just a shameless promotion of the visual novels that shouldn't really be there.
  • Demonic Spiders:
    • The Red Dragons. Much like their green counterparts, they move every two beats, are powerful enough to break through walls, and can deal a lot of damage. But what sets them apart though is that they have the ability to attack with a long-range fire breath if you're on any square horizontal from them, so the only way to attack them is from vertical squares. If they catch you in a horizontal pathway, you're screwed. This makes them one of the more aggravatingly difficult minibosses to defeat and are often found with mobs of enemies. Whenever you hear thunderous stomps and see the area shaking, you know one of these are nearby.
    • For proper Demonic Spiders, we have Goblins in Zone 3. They only move towards you if you're moving away from them and they move away from you if you move towards them, instantly counterattack if you move into their space and can deal a huge amount of damage in short order.
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  • Ensemble Dark Horse: Freddie Merchantry, the singing shopkeeper, was popular enough for his bizarre and catchy synthesized vocals to get his own singing plushie.
  • Game-Breaker:
    • Ballet Shoes allow you to maintain your money multiplier when standing still, or when you try to do something that you can't do (such as dig into a wall too strong for your equipment). This item alone makes getting flawless victories against bosses a simple matter of not getting hit, as well as maintaining 3x chains for Obsidian weapons. Once you're able to consistently get flawless victories without them though, they're a Powerup Letdown, inferior to nearly every other possible item in that slot.
    • The War Drum is a usable item that isn't consumed after being used, not only essentially giving it the same effect as the Ballet Shoes (in that it allows you to stay still without losing your multiplier, so long as you bang the drum every beat) but also multiplying your attack power the longer you play the drum. Your attack will be twice as powerful after one beat, or three times as powerful after five beats.
    • Before it was nerfed, the Ring of Courage would provide a +1 to damage as well as causing the user to dash forward on a successful kill. What makes it strong, however, was that the kill dash made the user invulnerable to enemy damage, allowing wearers to recklessly slaughter mobs of enemies by chaining together kills. Combine with the Rapier, which lunges against enemies 2 spots away for double damage, the lunge movement stacking with the kill dash, and you're able to completely wipe the floor with your enemies. Use with a Gold Rapier to one shot everything (since, when taking an enemy's spot, you also take the gold they drop), or use with a Blood Rapier to heal ridiculous amounts of health. The +1 damage boost has been removed, but the Ring of Courage still remains as a very powerful item.
    • Introduced in the Amplified DLC, the Warhammer weapons are easily the most overpowered non-unique weapons in the game. Essentially combining Broadswords and Longswords, the Warhammers hit everything in a 3x2 area in front of the character. That is powerful enough, but since Warhammers are non-unique, they have all the standard variations, including Obsidian and Glass. This allows you to clear out whole armies of monsters in just a few beats.
    • Amplified adds Cutlasses, which make the player invincible on beats where they attack. This makes dealing with large swarms of enemies much easier: as long as you keep attacking, you don't have to worry about other enemies attacking you. It also makes minibosses trivial, since they are completely harmless as long as you attack them (except for the red and blue dragons, whose breath is not parryable, but that can be circumvented by attacking from the top or bottom). Add in a two-tile range and the possibility of special enchantments like blood or obsidian, and you have a weapon that nullifies almost every threat in the game.
  • Genius Bonus: A lot of Punny Names and Shout Outs in this game make a lot of references to things that require some knowledge of the subjects to even understand. For example, Deep Blues is an obvious reference to the Rhythm & Blues music genre, but being based on the board game chess, it also references the Deep Blue chess computer.
  • Goddamned Bats:
    • Quite literally, the bats. Unlike other enemies, who will pursue you on sight, they just randomly move around the area in unpredictable patterns, so it is tricky to know where they'll move next and attack them properly. You'll move one square in hopes of getting next to a bat for an opportunity to attack, only to find out that you've taken a hit from it because it randomly moved onto the same square you moved in. One or two bats are not that much of a problem, but a swarm of six-to-nine bats can easily shave off a bit of your health if you don't approach them carefully unless you have weapons that have good range and can take out multiple bats in one attack. But the worst offenders are the Black Bats in Zone 4 and the Red Bats in All-Zones Mode, since they move every single beat, so it is a lot easier to take damage from them than the normal bats, sometimes bordering on Demonic Spider territory at worst.
    • The Skeleton Knights. They're Skeletons on horseback which gives them an advantage of moving every single beat, meaning they can quickly flank you and take your attention away from more dangerous enemies and bosses. Plus, taking them out is a two-step process: kill the horses first to bring them down, and then bypass the Skeletons' shields to finish them off.
    • The Ooze Golems. While they're not entirely threatening on their own unless backed up by a mob of enemies, they're still a real pain to kill due to how tedious their patterns are. Each time you attack an Ooze Golem, the square you're standing on will be covered in green ooze which will shrink you and render you unable to attack until you step off the square, forcing you to make a couple steps back until you get another opportunity to attack it again. And because the Ooze Golems are slow (they move every four beats) and have five hearts of health, you'll be doing this constant pattern of "hit, hop, hop, hop, repeat" four times until they go down. Certain footwear like the Explorers Boots, Lead Boots, and Winged Boots can help circumvent this however, and as of Amplified, they've been nerfed so that upon attacking them once, they'll lose their green ooze and turn into regular Golems.
    • The Devils in Amplified start in an egg that slows them down, making them move only once every third beat. This is offputting by itself since all other "slow" enemies move every second or fourth beat. Then, when you break their shells, they start moving every beat towards you, and can move diagonally, giving them the best mobility of any normal enemy.
  • Goddamned Boss:
    • The Direbat, which is essentially a normal bat but with more health. While they arguably aren't as annoying as their smaller cousins - stronger Direbats lack the ability to move every beat like red and black bats, their larger healthpools means you'll be spending more time waiting for them to make a mistake you can capitalize on with an attack.
    • Amplified adds Metrognomes. Their pattern consists of pursuing the player for three beats, and then doing a splash attack on the fourth. Unless you have a weapon with good reach, this means that you must position yourself carefully so that they land next to you before they do their splash. Also, they teleport back to the exit stairs each time they get hurt.
  • Good Bad Bugs: The tempo switches. If you set one off, and blow up the button before it reverts, the music will stay slowed down/sped up for that level.
    • South facing walls will always be lit if there is empty space in front of them, which is such a useful trick for digging pathways and finding hidden rooms that it's never been fixed.
  • Memetic Mutation:
    • "Glass Rapier? NO REGRETS."
    • Glass anything? NO REGRETS.
    • "FREE ANIME!" note 
  • Most Annoying Sound: "UUUUUUNNNGGGHH..." or whatever sound your character happens to make when they die. Back to area 1 with you!
    • Hearing the noise of a particularly hard miniboss immediately upon moving into a new level can invoke this, especially at the very beginning of a run before you've even had a chance to prepare to fight said miniboss.
  • Scrappy Weapon: The whip attacks in a 5 square wide line in front of you, allowing you to very safely attack enemies at a distance. Problem is, it can only attack one enemy at a time, and it's range is so huge that you'll constantly be stopping and hitting targets that you wanted to ignore. In a very cramped room, it can be a death sentence.
  • That One Boss:
    • Death Metal. His level comes with the fastest song in the game. The first third of his fight features a shield that summons more enemies, and players with an AOE weapon like a Broadsword can get caught on it and quickly die to summoned enemies. The second third of the fight involves him teleporting away and summoning Demonic Spiders, which can quickly overwhelm anyone unlucky enough to have him keep reappearing at the far opposite corner of the room. This goes on until his last two hearts, at which point you have to start worrying about his horizontal fire blasts...
    • King Conga is the only boss in the game who actively punishes you for failing to stick to the beat (every time you do he leaves his throne and attacks you), and comes with a beat that has a long pause that is easy to fall right into. The conga lines, both of whom must be killed before Konga can be harmed, can be annoying to whittle down and will easily trap and kill an unwary player if you don't have the right weapons for the job, especially when you take the mooks and Konga himself into account.
    • Deep Blues becomes this for Eli and Monk, since the former cannot attack directly and the latter has to watch out for gold drops from each chess piece.
    • There's also the Golden Lute at the end of Aria's run. Taking the aspects that already make Aria hard into account, you are practically required to beat this boss flawlessly. The boss' only weak point is its head and each time you attack the boss, it'll get confused which will make its movements more sporadic and unpredictable. There is a trick to attack it while it's confused for heavy damage which involves attacking the body dead center for the head to get into position, but it still requires careful timing to pull off. It'll also cast an area-wide confusion spell to temporarily reverse your controls and summon two dragons (both a Green and Red Dragon) to attack you. What's worse is that you also must be wary of the statues that shoot fireballs from atop the walls and the boss will sometimes make them go on a sequential shooting frenzy. Good luck with this one.
    • Frankensteinway, one of Nocturna's final bosses. It has a huge health bar, and certain tiles are electrified to damage you. Once you deplete its health bar, it gains a new one in addition to a shield, which you must deactivate by pressing a switch, and spawns two coffins of increasingly high strength and a miniboss. It also gains a long-range dash in the later stages of the fight. With the mooks, minibosses, electrified floors, and area attacks, it can be highly confusing to find a way to dodge everything, deactivate the shield, and attack the boss.
  • That One Level: Zone 3 is where the game stops playing nice. It's a zone where half the map is fire and half is ice filled with enemy types that start using diagonal attacks, change tiles to ether hot coal tiles that damage you if you stay on them and ice tiles that slip you and potentally push you into a trap. It's also filled with the above mentioned Goblins and Skeleton Knights, on top of Fire or Ice Beetles, who are not only protected by shells until they're near you (And hitting them like this turns five tiles into hot coals or ice tiles), but have enough health to deal a lot of damage to you. Unlike other zones, Ghasts start appearing in the first floor, and do a teleport on first hit behind you, often into a wall where you will dig instead of attack.
  • That One Sidequest: Unlocking the Diamond Dealer can be a pain. You have to find the Glass Key in Zone 2, keep it intact through the next two levels (which means getting through them without taking damage), and then get to the cage containing the Diamond Dealer and set him free. Thankfully, unlocking him once unlocks him for every character, meaning you can play as the Bard and have a much easier time.
  • Unexpected Character: Many fans were caught offguard when a crossover featuring Link and Zelda as playable characters was announced.

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