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  • Awesome Music: Over a hundred bands have lent their talents to the game's soundtrack, and most of the songs have been titled after the game.
  • Broken Base: Does the micro-transaction format ruin what otherwise could have been a great action game, or is the game generous enough with its items that a good player should never have to use micro-transactions anyway? Or take the third side: that using micro-transactions or not using them has little effect on the amount of grinding you'll have to do anyway to get any real progress, so pinpointing them as the issue is missing the point.
  • Complacent Gaming Syndrome:
    • While Strikers have decent health, they do insane damage with machetes and are also good with their fists, so blunt and slashing damage are covered and cheap to make. It's usually Strikers that are used for Tower climbing and boss fights; and using one to protect your Waiting Room is usually enough to kill careless raiders not expecting a real fight.
    • Transparagus is the key to kill anything not named Coen, as thirty seconds of free hits can turn battles.
    • Shooter class once you upgrade the assault rifle past the fourth tier. You have a thousand bullets, can do the grenade launcher rage move multiple times without the weapon breaking and while it does two third of the damage a melee weapon at this level does it's a gun, there is no counter aside tanking the bullets for the enemies and can do headshot bonus if you aim for the head. It got to the point some players complained there is no reason to use anything but Shooter class post game and buff melee weapons.
  • Difficulty Spike: Screamers in the second area have actual weapons like butterfly knives and assault rifles, instead of the relatively weak and impractical D.O.D. weapons in the first area. Haters also used to scale to your current Fighter tier and level progress, making their difficulty jump tremendously until you gain better gear.
    • Amusingly, the third area steps back a few ages and has the majority of enemies outfitted with medieval arms such as swords, axes, and spears, yet manages to be an even larger difficulty spike (most armors you can obtain in the first two area are very weak against slashing damage, and the healing items are even more scarce). And then, even beyond that, is the 4th area that returns to the modern age with makeshift sports equipment-type weapons, like bowling balls tied into lacrosse nets and baseball pitching machines and is the largest difficulty spike in the game!
    • The floors past the 40th are made to be even worse than before, as you can only carry 5 to seven items before going there, Haters and Hunters are the only enemies in standard zones, and all escalators are restricted so you cannot retreat the way you came. This section is a test of endurance, where you must manage to get to an exit or a resupply room before your equipment inevitably wears out.
  • Game-Breaker: A milder case, but the machete weapon is considered overpowered to the point that even Meijin himself points just how useful the machete is in one of his tips. Fast attacks, long reach and a very good combo that can attack basically all around you (making it good even when facing a crowd) make it a deadly package, especially with its very good (a near-instant stab that stuns and knocks down your enemy so you can stomp them) and cheap (1 Rage stack) Rage Move. The only downside is its low durability, but with enough money and patience you can stockpile them easily. Logically enough, this status goes both ways; you will dread seeing it in the hands of any enemy, especially a Hunter or a Hater. There's a reason a lot of Fighters left to defend Waiting Rooms have machetes equipped.
    • While there are other weapons that are extremely effective, perhaps the most powerful weapon in the game is the humble iron. The R1/L1 attack is a "parry" with a very long window, making it the closest thing the game has to a shield. If that alone wasn't enough, its rage attack is fantastic for fighting crowds as a reusable, 1-Rage-costing tear gas bomb. It's also fast enough to get hits in on people pretty easily while also hitting multiple times, allowing it to break armor very quickly, AND the iron does scarily good damage to boot! It's possible to play through the entire game with nothing but the iron and its upgraded forms, as even if you're using an iron drastically below the level of the enemies in your area, its parry, armor-breaking, and tear gas effects make it a constant must-have. As a final benefit, the iron deals blunt damage which enemies become resistant to only in the last area of the game. It's only downside is the small ammo pool but it's fairly generous and each one will last you at least one floor. Plus the upgrade materials are easy to get even when you start needing Iron +, compared to all the other weapons that needs colored metals that can only be found in special chests and or the Shock Terrors to do the same amount of damage.
    • After the Machete comes the Katana, which at first may not seem impressive with its large windups. Leveling the Mastery however unlocks a plethora of useful moves which make up for its slow speed. But the prime point of the weapon is the fact that it can dish out frankly ridiculous amounts of damage even without upgrades. It and the Iron mentioned above are the two weapons most commonly mentioned on game forums as the go-to weapons for higher floors.
    • Guardshrooms, which have a high rate of acquirement on expeditions to floors 31-40, make the player completely invincible for up to 40 seconds if grilled. While it's still possible to get stunlocked if you're unlucky, it completely nullifies the Stingshroom's defense penalty, making boss fights completely trivial.
  • Magnificent Bastard: Uncle Death is the creator of Let It Die, the president of the Yotsuyama Group, and an eccentric skateboarding otaku. In actuality The Grim Reaper himself, the messenger of the Underworld tasked to strengthen the souls of the dead, Uncle Death modified the Tower of Barbs and lied about a treasure hidden at the top in order to encourage players to climb the tower, expecting hundreds to die from the challenge. Because Uncle Death views mankind as corrupt, he created a fake moon that absorbs the challengers' souls, which would allow it to crash into the Earth and wipe out all of humanity. Upon the player reaching the top, Uncle Death, who gained enthusiastic respect for the player’s fighting skills, forgoes his plan despite being near completion to continue playing Let It Die with them, even killing the final boss himself to sever his ties with the Underworld.
  • Moment of Awesome: A meta-example: one player, Cyberassassin24, has the distinction of being the first player with recorded evidence (via Twitch) of having slain a Jackal. The method was somewhat amusing: he took advantage of the Jackal's Villain Teleportation to trap him in the Direct Hell Express elevator, then wailed on him for thirteen hours before finally killing him. While he couldn't get the drop from the Jackal due to it being in an area he couldn't pick it up from, GungHo rewarded him for his efforts with a free shirt and gave all players a free Death Metal as compensation for the emergency maintenance that followed, while titling Cyberassassin24's character "Linda the Legend" for helping discover a serious oversight in the Jackal's behavior.
  • Nightmare Fuel: A few.
    • The first area after the tutorial is a subway station full of dead bodies - most are still hanging in a busted subway train, but a good number are contained in metal cages, with some even hanging from cranes.
    • Jin-Die using her rail gun goo. Not only can it kill you in no time if you aren't overprepared, the mixture is sheer Nausea Fuel.
    • The Screamers and Haters won't stop chasing you unless you break sight and are a few steps ahead of them, and they have better stamina than you. If your weapon broke and one of them just got a heavy hit in, you'll have to run back to the starting point with them on your heels the whole way.
    • The Dons' Stylistic Suck, Clutch Cargo-esque intros are unnerving to say the least. Especially Jackson, who will look at you with a blank stare wondering if you're his Johnny.
    • Kamatech is full of creepy dolls, wrecked roller coasters for platforming and screamers with Oni masks ready to scratch you to bits.
    • The mushrooms growing out of creatures and Screamers can be disturbing to see, especially the fugushroom, where the fish looked to be impaled by the neck by the mushroom.
    • The Tubers make Screamers look nice in comparison. Their awkward movements and 'makeshift' appearance just highlight they are mangled bodies stitched together into weapons.
  • That One Sidequest: Climb missions used to be a nightmare since you need to kill every enemies on the floor without any indication the floor is cleared but the Haters can steal your kill since they attack everything in sight. It has since been patched.
  • That One Boss: Out of all the three mini-bosses, Jin-Die (and consequently Jackson) is generally regarded as the hardest and most annoying. Not only is she a very frustrating "Get Back Here!" Boss that teleports around the arena (that always has multiple levels so be ready to chase her around), her ranged attacks can stunlock you to hell and back sometimes enough to drain large chunks of your health and push you off ledges into serious fall damage. Oh and to top it off - she has a huge resistance to Piercing damage so forget about trying to take her out from afar with projectiles, which would be the sane approach to her. Most people just resort to using cloaking mushrooms to beat on her without taking damage.
    • Floor 23 GOTO-9. While earlier floors can be done with weapons that are somewhat upgraded, GOTO-9 fought on Floor 23 has significant more health (a total of 15000 Heatlh) and is far stronger than his Floor 11 incarnation, along with a narrow space to fight him and new moves (A homing jump attack and the ability to spawn skeletons armed with Machetes). To make matters worse, it has the ability to steal the players equipped items and eat it for health. Once the boss falls, however, the next elevator isn't for another 2 floors, making the player travel forth with severely depleted equipment, but defeating him will unlock alternate paths around him.
    • Co-En in Nintanda will usually be the point players give up on the game. For starters, all his attacks will kill any tier 4 characters in one hit and tier 5 are only unlocked after beating him, also the retrieval cost for a death at his level is 280,000 kill coins, which is either hours of grind to collect all that cash (without dying again) or letting the character die. To top it all off, he is a Damage-Sponge Boss and if your weapons break while he is still standing you'll have to finish him with with your fists that only does one damage.
  • That One Level: The last ten floors, while it's not as full of traps than the previous area and is more visually appealing than most of the previous floors, has platforming and Bottomless Pit, and the game can be especially glitchy on those levels. This is also where the retrieval cost becomes really expensive to the point you're better off letting your fighter die with all his equipment and loot than grind for hours on the lower levels to get them back.
  • They Changed It, Now It Sucks!: Several fans preferred the Yusuke Kozaki art style of when the game was Lily Bergamo, finding the current one to be uninteresting.
  • Win Back the Crowd: While early trailers made the new direction look stereotypically gritty, the later trailers presented a much more stylish, surreal world that won the game many more fans.

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