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Windblown

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  • Awesome Music: The soundtrack, composed by Danger, is a delight.
    • "Broken Breeze", the menu theme, starts off quiet and mysterious, and slowly grows until breaking out into a big orchestral riff to conclude things.
    • "Wild Eyes", like Broken Breeze, starts out as quiet, but all of a sudden, the song smashes into a loud and heavy rock section, without any warning, screaming at you with all its might.
    • "Bully Ballad", the theme for the Headbanger boss, has a constant intensity to match the relentless foe you're facing.
    • "Reborn For You", the Incubator theme, gives the feeling that it's all come to this, which is appropriate as the Incubator was the final stage during the game's initial Early Access release.
    • "Navelless Family" the theme for the boss of the Incubator, has a hint of desperation to it, fitting the fight against enemies who are able to match you in ability.
  • Complacent Gaming Syndrome: It can become pretty easy to get addicted to ranged weapons to the exclusion of melee weapons. They still do good to great damage without giving you breathing room to easily dodge most enemy attacks (if you use melee weapons, you better get used to the dodge timing as it'll be harder to just space out). The Beatbolt in particular is a pretty useful "crutch", as it works well with dodging every attack as you'll only need to briefly wait after dodging before the optimal time to fire again comes up, making it a very evasive weapon that can trigger Alterattacks pretty easily.
  • Game-Breaker: Trinket builds are extremely powerful. They are so powerful that the Trinket Cooldown stat is the only one with a cap that you can achieve in a single loop or two. With maxed cooldown plus the gift that lowers cooldown based on damage done, and you can basically spam trinkets as your primary damage.
    • The Detanado in particular is super busted. It pulls all enemies, even bosses, into a small area and holds them there for a period of time before detonating to cause damage. However, the damage is almost irrelevant, as the main benefit is the "sucking in all enemies and holding them in place" aspect. Combined with an Area of Effect trinket like the Death Orb, and basically anything inside is dead meat. On Endless mode, with each subsequent loop, more "mini-boss" enemies will spawn per fight (while on loop 1, you might only be dealing with 1-2 at a time, 3 at most, in later loops you can be dealing with 5+ on fights where you'd originally only have to deal with one), the Detanado becomes even more powerful as you can just pile all these very strong enemies into a murderhole where you burn them all down at once. It becomes common to crystalize 5+ enemies in a row.
    • Speaking of Crystalize, the Upgrading Crystalize gift is pretty powerful on its own. It gives you an endlessly scaling damage up increase for every enemy you crystalize. Under normal conditions, this would just be elite enemies and bosses. However, when combined with the Complete Crystalize gift (which allows you to crystalize all enemies), the power of Upgrading Crystalize SKYROCKETS. Particularly on infinite loops, you can gain insane scaling with it. If you get it early enough, by the end of loop 3, you can reach around 1500% damage increase, which is MUCH higher than any other gift in the game will give you in that time frame, even other highly scaling gifts.
  • Scrappy Mechanic: Sudden Death, a co-op exclusive mechanic. The developers wanted parties to either survive together or not at all, so when a party member dies, Sudden Death puts a debuff on the rest of the team until they either die as well or defeat enough enemies to save their friend. The issue players had is that this debuff was extremely punishing, especially since by design they would be penalized for someone else's mistakes: the survivors become One Hit Point Wonders, instantly negating any effort the players put into increasing their survivability, and holding on long enough to revive their ally was difficult, especially if Sudden Death triggered during a boss fight. This mechanic was reworked with the first update into the Revenge system, where when an ally falls, you and your opponents all gain a strength and speed buff, however you can not use any potions during this time.

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