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YMMV / Ittle Dew 2

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  • Contested Sequel: The game's increased emphasis on combat and highly open structure are contentious changes, with some enjoying the extra action and non-linearity, others being disappointed that the puzzles took a back seat and became much more simple due to most of them being beatable with just the starter equipment.
    Daniel Remar: "Though I'm fairly happy with how the game turned out, considering what it was aiming for, it really wasn't a good idea to follow a puzzle game with one focused on action. Many players were understandably disappointed."
  • Heartwarming Moments:
    • The Queen of Adventure's reconciliation with Passel if you beat the Superboss. It's not just a sweet resolution for the characters, but a loving sendup of video game and fan culture, as the Queen of Adventure explains that all her fannish behaviors were done out of love, not malice as Passel believed.
    • Ittle's uncharacteristically quiet reaction to Itan Carver's message in the Abyssal Plain implies that she genuinely cares for him, wherever he is now.
  • Nightmare Fuel: Obtaining the 41st card in the Dream World. To find out how to get it, you have to solve a puzzle in the game’s manual to get to the House of Secrets, which contains some interesting info and lore, as well as a well-hidden puzzle: if you go around the globe in the house multiple times, a wall breaks open, allowing you to find a sequence of “sun,” “star,” and “moon.” General consensus is that it’s something best experienced for yourself, but walking over the symbols in the final room of the Bottomless Tower in that sequence opens up a hole in the wall that takes you to an empty black void. If you check Tippsie, you get a blank text box, and checking the map shows that the area has no name. You can see where to go, but on the way, you get attacked by giant larvae. Reaching the point displayed on the map will take you to the Bad Dream, a dark, devastated version of the safe Staff Area, with purple orbs (presumably eggs) everywhere. You find the card where the sleeping bag is in reality, but there is no way out... but after a while, a giant Napping Fly chases you down. Fortunately, Ittle wakes up after getting caught.
  • That One Boss: The second fight with Lenny can be a really tough boss to beat, mainly because the blades around his mech makes it hard to hit him up close. The best way to beat him is by keeping your distance and attack him with the wand, and use the dynamite when he tries to pull you towards him, but even then it can still take several tries to beat him. It doesn’t help that one of his projectile attacks can temporarily disable all of your attacks.
  • That One Level: The Grand Library can become this, as the game requires you to have upgraded equipment. The problem: the game doesn’t even tell you this, nor does it give any hint as to how to find them, meaning you’ll likely be stuck here for some time before realizing you’re missing something.
    • The Tomb of Simalucrum also falls under this, as you face pretty much every enemy type in the game up to this point, there are puzzles that are VERY difficult to figure out, and you get sent back to the entrance every time you die, making you have to go through a long trek to get back to where you were. And let’s not get started on the boss.

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