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* DamageOverTime: The Poison status effect seems to deal 1/4 of Max Health a turn, but it can't kill by itself.

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* DamageOverTime: The Poison status effect seems to deal deals about 1/4 of Max Health a turn, but it can't kill by itself.



* HarmlessEnemy: The Medic Oozies only can [[HealingHands heal other enemies]] or themselves, or cast the NonDamagingStatusInflictionAttack, Surround, to Blind the player party. Meaning the possible enemy group that contains only two of them in the Cave, has no way of damaging the player party. Even if they run out of {{Mana}}, that just means they skip their turn, instead of physically attacking.

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* HarmlessEnemy: The Medic Oozies only can [[HealingHands heal other enemies]] or themselves, or cast the NonDamagingStatusInflictionAttack, Surround, to Blind the player party. Meaning the possible enemy group that contains only two of them in the Cave, has no way of damaging the player party. Even if they run out of {{Mana}}, that just means they skip their turn, turn instead of physically attacking.



* HealingLoop: One that eventually ends. At low enough levels and if there's only manaless mages left, the PlayerParty can't hit Medic Oozies hard enough and/or consistently enough to stop them from surviving 40-ish turns by healing themselvesband impairing the accuracy of the party. The loop ends at that point because then their own mana runs out and they're a HarmlessEnemy by themselves.

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* HealingLoop: One that eventually ends. At low enough levels and if there's only manaless mages left, the PlayerParty can't hit Medic Oozies hard enough and/or consistently enough to stop them from surviving 40-ish turns by healing themselvesband themselves and impairing the accuracy of the party. The loop ends at that point because then their own mana runs out and they're a HarmlessEnemy by themselves.
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* HealingLoop: One that eventually ends. At low enough levels and if there's only manaless mages left, the PlayerParty can't hit Medic Oozies hard enough and/or consistently enough to stop them from surviving 40-ish turns by healing themselvesband impairing the accuracy of the party. The loop ends at that point because then their own mana runs out and they're a HarmlessEnemy by themselves.
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* HarmlessEnemy: The Medic Oozies only can [[HealingHands heal other enemies]] or themselves, or cast the NonDamagingStatusInflictionAttack, Surround, to Blind the player party. Meaning the possibly enemy group that contains only two of them in the Cave, has no way of damaging the player party, even if they run out of {{Mana}}, that just means they skip their turn, instead of physically attacking.

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* HarmlessEnemy: The Medic Oozies only can [[HealingHands heal other enemies]] or themselves, or cast the NonDamagingStatusInflictionAttack, Surround, to Blind the player party. Meaning the possibly possible enemy group that contains only two of them in the Cave, has no way of damaging the player party, even party. Even if they run out of {{Mana}}, that just means they skip their turn, instead of physically attacking.
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fixed redlink


* MookMedic: The Medic Oozies, as expected from their name. They're {{White Mage}}s that can only heal the other mooks and cast Surround, a NonDamagingStatusInfictionAttack for Blind-ness. One {{random encounter}} in the Cave is just two of them, which means it's impossible for the player party to get hurt from it.

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* MookMedic: The Medic Oozies, as expected from their name. They're {{White Mage}}s that can only heal the other mooks and cast Surround, a NonDamagingStatusInfictionAttack NonDamagingStatusInflictionAttack for Blind-ness. One {{random encounter}} in the Cave is just two of them, which means it's impossible for the player party to get hurt from it.

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* HarmlessEnemy: The Medic Oozies only can [[HealingHands heal other enemies]] or themselves, or cast the NonDamagingStatusInflictionAttack, Surround, to Blind the player party. Meaning the possibly enemy group that contains only two of them in the Cave, has no way of damaging the player party, even if they run out of {{Mana}}, that just means they skip their turn, instead of physically attacking.



* NotSoHarmlessVillain: Lord Doldrum can be beaten at a fairly low level and the NPC outside his room states that he's not that strong for a Demon Lord. His depression is also played for BlackComedy and he seems rather unmotivated as a villain. Despite that, he's capable of destroying the world of Somewhere in endings 10 and 15.

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* NotSoHarmlessVillain: Lord Doldrum can be beaten at a fairly low level Level 3 at most, and the NPC outside his room states that he's not that strong for a Demon Lord. His depression is also played for BlackComedy and he seems rather unmotivated as a villain. Despite that, he's capable of destroying the world of Somewhere in endings 10 and 15.
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* SaveScumming: The Castle Banker mentions how games have DeathIsASlapOnTheWrist or ContinuingIsPainful, depending how much of a penalty losing money is, and players could avoid that by reloading instead of going for the in-game continue. So this game bypasses all that and losing a battle, [[spoiler:except the final battle]], just leads to a GameOver screen, then back to the StartScreen to reload a save, and therefore advises the player to save often!

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** Oozies may drop Heal Seeds

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** Oozies may drop Heal SeedsSeeds.
** Vox Potions drop from Husher Wasps.
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** "Ending 5: Key Hoarder" requires the player to buy the first key from the thief, go into the Sign Maker's basement, and buy the second key. This causes Hero Man to be incriminated as a thief after he defeats Doldrum, and he's tossed in prison.

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** "Ending 5: Key Hoarder" requires the player to buy the first key from the thief, go into the Sign Maker's basement, and buy the second key. This causes Hero Man to be incriminated as a thief after he defeats Doldrum, who somehow also knows of the purchases, and he's tossed in prison.prison after the Queen somehow spots the second, apparently spare, key.

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* HintSystem: After the player logs six endings in their save file, an NPC will show up in the castle to provide hints for getting the remaining endings.

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* HintSystem: HintSystem:
**
After the player logs six endings in their save file, an NPC will show up in the castle to provide hints for getting the remaining endings.endings.
** The Strange Minion in Lord Doldrum's Castle gives hints on the special conditions for certain endings:
*** The one before the Throne Room talks about how to get the High Level ending, but unlike Hint Guy, that's more of a warning on how many levels to ''avoid'' gaining before the ending's locked in, for those who are trying for the other endings that need to defeat Lord Doldrum.
*** The Strange Minion in the second half of the first room of the castle hints on how to tame a Diamond Oozie for the ending for selling it.
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* {{Cap}}: There's probably a level cap, but the only cap that a player can reasonably reach is the item stack limit of 99.

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* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely to see, is Lord Doldrum's Fatigue, which [[AreaOfEffect hits the whole party]] for less than 20 damage and inflicts ATK and DEF Down. Everyone else, from the Cleric and Mage Marionettes, to the Wizzzard enemies, seem to have this trope.

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* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely guaranteed to see, is Lord Doldrum's Fatigue, which [[AreaOfEffect hits the whole party]] for less than 20 damage and inflicts ATK and DEF Down. Everyone Nearly everyone else, from the Cleric and Mage Marionettes, to the Wizzzard enemies, seem to have this trope.


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* StatusInflictionAttack: Not many, but more than one:
** Husher Wasps' basic attack have a chance to also deal Silence.
** Lord Doldrum's Fatigue, which [[AreaOfEffect hits the whole party]] for less than 20 damage and is guaranteed to inflict ATK and DEF Down.
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* DungeonShop: The Storage Wizard who's at the Crossroads and right before Lord Doldrum's throne room, somehow at those dangerous locations. As he says:
--> today's your lucky day! I just HAPPENED to be passing by this remote location to make sure you're all geared to go!

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** Lifeforce Seeds drop from Burrs.

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** Lifeforce Seeds drop from Burrs.Burrs and Screamons.



** According to the narrator, Hero Man himself is aware of how the door in the Crossroads slowly changes appearance as he completes endings.

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** According to the narrator, Hero Man himself is aware of how the door in the Crossroads slowly changes appearance as he completes endings.endings:
---> Hero Man inspected the door.\\
It was, indeed, the same mysterious shape-shifting door that he had come to know and love.
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* MetalSlime: The Diamond Oozie is a rare enemy that is impervious to all forms of damage and will run away, but it can be tamed with a Marble and sold for money.

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* MetalSlime: The Diamond Oozie is a rare enemy that is [[InvincibleMinorMinion impervious to all forms of damage damage]] and [[CowardlyMooks will run away, away]], but it can be tamed with a Marble and sold for money.
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* MookMedic: The Medic Oozies, as expected from their name. They're {{White Mage}}s that can only heal the other mooks and cast Surround, a NonDamagingStatusInfictionAttack for Blind-ness. One {{random encounter}} in the Cave is just two of them, which means it's impossible for the player party to get hurt from it.

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* CriticalHit: Appears to be a small percentage boost in damage, less than 150%, the chances are determined by the LUK (Luck) stat, and is marked by the [[ShowsDamage damage numbers]] flashing red and white instead of the regular white.

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* CriticalHit: Appears to be approximately [[PercentBasedValues a small percentage boost doubling]] in damage, less than 150%, the taking into account some variation due to damage ranges. The chances are determined by the LUK (Luck) stat, and is marked by the [[ShowsDamage damage numbers]] flashing red and white instead of the regular white.


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* FixedDamageAttack: Even though the Cure line of spells says they deal fixed numbers of healing, they actually have some slight variation between casts.
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* AlwaysAccurateAttack: Magic always hits, but is therefore limited by {{Mana}} and its StatusInflictionAttack-s have a chance of failure.
* AntiHero: While this isn't apparent on most routes, Hero Man has a tendency to become [[AcquiredSituationalNarcissism arrogant and self-important]] if he manages to accomplish something amazing, such as beating the game at a low level, beating the game by himself, or making a fortune off the Diamond Oozie. The game description implies that this is because Hero Man is a GlorySeeker rather than a true altruist.

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* AlwaysAccurateAttack: Magic always hits, but is therefore limited by {{Mana}} and its StatusInflictionAttack-s NonDamagingStatusInflictionAttack-s have a chance of failure.
* AntiHero: While this isn't apparent on most routes, Hero Man has a tendency to become [[AcquiredSituationalNarcissism arrogant and self-important]] if he manages to accomplish something amazing, such as beating the game at a low level, beating the game by himself, or making a fortune off the Diamond Oozie. The game description implies that this is because Hero Man is a GlorySeeker rather than a true altruist.altruist, by mentioning "glory" at all: "Whether he can actually save the world and bring home the glory is another question entirely."
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* AlwaysAccurateAttack: Magic always hits, but is therefore limited by {{Mana}} and its StatusInflictionAttack-s have a chance of failure.
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* CriticalHit: Appears to be a small percentage boost in damage, less than 150%, the chances are determined by the LUK (Luck) stat, and is marked by the [[ShowsDamage damage numbers]] flashing red and white instead of the regular white.


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* {{Mana}}: Enemies have internal mana counters, but a Medic Oozie will take approximately 40 turns to run out.
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* {{Autosave}}: When restarting the game, the game autosaves, depicted by a list icon at the top right.

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* {{Autosave}}: When restarting the game, the The game autosaves, depicted by autosaves into a list icon at dedicated slot whenever the top right.party enters a new area.



* EncounterBait: The Bullhorn item, obtained by beating Lord Doldrum twice, in battle, can be used to force a random encounter in any map where they can occur.
* EncounterRepellant: The Alarm Ring, obtained by beating Lord Doldrum once, in battle, turns off all encounters when equipped.

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* EncounterBait: The Bullhorn item, obtained by beating Lord Doldrum twice, in battle, battle. It can be used to force a random encounter in any map where they can occur.
* EncounterRepellant: The Alarm Ring, obtained by beating Lord Doldrum once, in battle, battle. When worn, it turns off all encounters when equipped.



** Soldier: As he can only AttackAttackAttack:

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** Soldier: As he he's a MagicallyIneptFighter, and can only AttackAttackAttack:damage enemies by physical attacks:

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* AreaOfEffect: Most StatusInflictionAttack spells target the whole enemy party when used, saying "on all enemies" in their descriptions, except for [[ForcedSleep Sleep]], which is "on one enemy".

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* AttackAttackAttack: The Soldier Marionette calls himself being "basically a walking Attack command", due to his only damage contribution being from physical attacks. He has no ManaPoints, and therefore can't do anything beyond Attack, Item use and Guarding himself.
* AreaOfEffect: Most StatusInflictionAttack spells target the whole enemy party when used, with the player-usable ones saying "on all enemies" in their descriptions, except for [[ForcedSleep Sleep]], which is "on one enemy".


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* HealerSignsOnEarly: Hero Man starts off being able to heal himself, but there's the dedicated Cleric Marionette in town, which is a WhiteMage, and as they say:
--> I'm good at healing and not much else.


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* LampshadeHanging: The Marionettes' dialogue lampshades their combat design and lack of versatility compared to Hero Man:
** Soldier: As he can only AttackAttackAttack:
---> I'm basically a walking Attack command. This was acceptable game design once upon a time.
** Mage: About being a SquishyWizard:
---> I can deal magic damage, but I'm very fragile.\\
I might keep the healer busier than they bargained for.
** Cleric: About being the WhiteMage:
---> I'm good at healing and not much else.\\
Which really brings into question the viability of healer characters in a lot of games.

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* ContractualBossImmunity: Lord Doldrum seems to be immune to all statuses, and since all of the party's are NonDamagingStatusInflictionAttack-s, they only serve to waste turns.



** "Ending 14: A Disappointing Sequence Break" requires the player to obtain the Legend Sword without getting the hint from the Sign Maker. This somehow traps the party in Lord Doldrum's throne room forever.

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** "Ending 14: A Disappointing Sequence Break" requires the player to obtain the Legend Sword without getting the hint from the Sign Maker. This Maker then defeat Lord Doldrum. Lord Doldrum somehow survives, and then somehow traps the party in Lord Doldrum's throne room forever.
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* MadeOGold: The ending from selling a Diamond Oozie shows Hero Man with "the greatest solid gold mansion that money could buy.".

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* UndergroundMonkey: The various Ozzie types, with different equipment to match:

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* UndergroundMonkey: The various Ozzie Oozie types, with different equipment to match:


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## Knight Oozie: Orange, wearing a [[https://en.wikipedia.org/wiki/Barbute Barbute]].
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* UndergroundMonkey: The various Ozzie types, with different equipment to match:
## Oozie: No equipment. Purple.
## Medic Oozie: White headband with red HeartSymbol.
## Diamond Oozie: Teal, Green crown with red gem, and red cape.
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* VagueHitPoints: In the remake, both the enemy and player parties don't get a clear indication of how much their maximum HitPoints are, just having ungradated {{Health Meter}s, but in the original version, [[https://rpgmaker.net/games/5897/images/43562/ Hero Man]] gets his HitPoints shown as in "Current / Max" style.

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* AreaOfEffect: Most StatusInflictionAttack spells target the whole enemy party when used, saying "on all enemies" in their descriptions, except for [[ForcedSleep Sleep]], which is "on one enemy".



* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely to see, is Lord Doldrum's Fatigue, which hits the whole party for less than 20 damage and inflicts ATK and DEF Down. Everyone else, from the Cleric and Mage Marionettes, to the Wizzzard enemies, seem to have this trope.

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* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely to see, is Lord Doldrum's Fatigue, which [[AreaOfEffect hits the whole party party]] for less than 20 damage and inflicts ATK and DEF Down. Everyone else, from the Cleric and Mage Marionettes, to the Wizzzard enemies, seem to have this trope.
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* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely to see, is Lord Doldrum's Fatigue, which hits the whole party and inflicts ATK and DEF Down.

to:

* NonDamagingStatusInflictionAttack: The only ''damaging'' StatusInflictionAttack the player is likely to see, is Lord Doldrum's Fatigue, which hits the whole party for less than 20 damage and inflicts ATK and DEF Down.Down. Everyone else, from the Cleric and Mage Marionettes, to the Wizzzard enemies, seem to have this trope.

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