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* ReferenceOverdosed: there's a good reason the ShoutOut section is so huge.



** There are many references to ''VideoGame/DarkSouls'':
*** The bonfire with a sword stuck into it.
*** Souls as a currency.
*** Bell gargoyles appear as a boss; mechanically, they're more similar to Demon in Pain and Demon from Below. Gargoyle Tail Axe is an available weapon.
*** One of the new Floor 8 bosses introduced with the ''Between Heaven and Hell'' update is just straight up Ornstein and Smough.



*** One of the new Floor 8 bosses introduced with the ''Between Heaven and Hell'' update is just straight up [[VideoGame/DarkSouls Ornstein and Smough]].

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* AbnormalAmmo: The Candy Scroll rains candy from the air.

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* AbnormalAmmo: Quite a few weapons:
** The Piranha Gun shoots piranhas.
**
The Candy Scroll rains candy from the air.
** The Rubber Duck Scroll rains rubber ducks from the
air.

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Added example(s), Alphabetizing example(s)


* {{Dracolich}}: Geryon, Death's [[TheDragon Dragon]] (of course) and [[DiscOneFinalBoss Gate Guardian]] for the Shadow Plane.



* EmergencyWeapon: If you don't have any weapon equipped, your character falls back to a low-damage, short-ranged [[GoodOldFisticuffs fist attack]]. The ''Between Heaven and Hell'' update even gives the player options to take a viable barehanded build to the endgame thanks to gloves providing additional scaling.
* EnemiesWithDeath: All of the player characters; Death is the initial final boss, and [[OneWingedAngel Primal Death]] is the final boss of the Shadow Planes (the lawful route).



* EmergencyWeapon: If don't have any weapon equipped, your character falls back to a low-damage, short-ranged [[GoodOldFisticuffs fist attack]]. The ''Between Heaven and Hell'' update even gives the player options to take a viable barehanded build to the endgame thanks to gloves providing additional scaling.



** Armor can be refreshed at blacksmith anvils or with Repair Powder.
** Block is refreshed at the start of each floor.
** Evasion is refreshed 5 combat rooms after being expended.
** Suppression only functions during boss fights.



* LimitedUseMagicalDevice: All characters have a Health Flask, which restores one heart of health when consumed, and can't be used again unless it is refilled. Opportunities to refill it are uncommon and unpredictable, so it has to be used sparingly. It also takes a couple of seconds to drink, so it's no good in the heat of battle.

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* LimitedUseMagicalDevice: All characters have a Health Flask, which restores one heart of health when consumed, and can't be used again unless it is refilled. Opportunities to refill it are uncommon and unpredictable, so it has to be used sparingly. It also takes a couple of seconds to drink, so it's no not much good in the heat of battle.battle unless you can somehow find a quiet moment.



* LuckStat: The Luck stat influences probabilities by forcing the game to reroll outcomes and give you the most favorable one. The higher the stat, the more rerolls the game will do.

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* LuckStat: The Luck stat influences probabilities by forcing the game to reroll outcomes and give you the most favorable one. The higher the stat, the more rerolls the game will do. Luck also influences your lucky hit chance, which refills critical hit rolls (making critical hits more likely) and interacts with various traits and equipment to confer beneficial effects.



* MagicMusic: Music can be used as an attack in game, and is tied to your mana. The Bard can additionally choose from a list of songs gathered during a playthrough which grant a variety of buffs while dealing sound damage, which is predominantly coming from instrument weapons.
* MagicPotion: Several different potions are available, providing some kind of useful effect that lasts for several rooms, unless you have the trait which makes potion effects permanent. There are also resins, which act like potions but apply the effect to your weapons instead.
* MagikarpPower: Melee weapons are restricted by their short range. However, they are comparatively easy to upgrade beyond +3 thanks to the item required for it being rather accessible — guns require Illegal Gun Parts, which you'll only see from a special NPC in the tavern or ''maybe'' from the black market, and a special blacksmith can potentially upgrade ''any'' weapon up to +4, but you're far from guaranteed to see it on any given run.

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* MagicMusic: Music can be used as an attack in game, and is tied to your mana. The Bard can additionally choose from a list of songs gathered during a playthrough which grant a variety of buffs while dealing sound damage, which is predominantly coming comes from instrument weapons.
* MagicPotion: Several different potions are available, providing some kind of useful effect that lasts for several rooms, unless you have the trait which makes potion effects permanent. There are also resins, which act like potions but apply the effect to your weapons instead.
instead (and there's a trait which makes those permanent as well).
* MagikarpPower: Melee weapons are restricted by their short range. However, they are comparatively easy to upgrade beyond +3 thanks to the item required for it being rather accessible — guns require Illegal Gun Parts, which you'll only see from a special NPC in the tavern or ''maybe'' from the black market, market[[note]]and either way, your alignment is pushed towards evil, which might be beneficial or problematic, depending on your equipment, class, and desired endgame[[/note]], and a special blacksmith can potentially upgrade ''any'' weapon up to +4, but you're far from guaranteed to see it on any given run.



** The infrequent cockatrice enemy, initially encountered by itself in early levels but can be found in groups in later ones. All its attacks are cursed, it has a powerful and difficult-to-avoid omnidirectional blast, and it can also target you with lasers.

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** The infrequent cockatrice enemy, initially encountered by itself in early levels but can be found in groups in later ones. All of its attacks are cursed, it has a powerful and difficult-to-avoid omnidirectional blast, and it can also target you with lasers.



* RareCandy: The Power Shard increases your level by one when consumed. The Power Gem increases it by 5.

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* RareCandy: The Power Shard increases your level experience by one when consumed. The Power Gem increases it by 5.



* RedIsViolent: Bosses' [[LifeMeter Life Meters]] turn red when they become angry.

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* RedIsViolent: Bosses' [[LifeMeter Life Meters]] turn red when they [[TurnsRed become angry.angry]].



*** One of the attacks of the final boss of the hell route, where it spawns rows of fireballs with gaps from all sides, is all but taken straight from [[https://youtu.be/ZLmDOHg0Ynw?si=mQq3Xu3K2v6E5g5n&t=195 the Searing Exarch fight]].

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*** One of the attacks of the final boss of the hell Blazing Hell route, where it spawns rows of fireballs with gaps from all sides, is all but taken straight from [[https://youtu.be/ZLmDOHg0Ynw?si=mQq3Xu3K2v6E5g5n&t=195 the Searing Exarch fight]].
Is there an issue? Send a MessageReason:
"Fuze" is the correct spelling, see Wikipedia :)


* CartridgesInFlight: A somewhat strange grenade variation of this trope — the GrenadeLauncher fires hand grenades which still have the pin and clip attached. To add to the confusion, the grenades don't have a timed fuse, but instead detonate on impact.

to:

* CartridgesInFlight: A somewhat strange grenade variation of this trope — the GrenadeLauncher fires hand grenades which still have the pin and clip attached. To add to the confusion, the grenades don't have a timed fuse, fuze, but instead detonate on impact.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


To fight the enemies, the player is equipped with a weapon, either melee, ranged, or magic - although an unusual aspect of the game is that all weapons, even melee weapons, [[ShapingYourAttacks manifest as ranged attacks]] (although melee weapons tend to be shorter range). The game has a huge arsenal of weapons of many different types that the player can obtain, upgrade, and enchant, each with different attack styles and proficiencies. The player can also [[RealTimeWeaponChange switch between weapons on the fly]] if they desire.

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To fight the enemies, the player is equipped with a weapon, either melee, ranged, or magic - although an unusual aspect of the game is that all weapons, even melee weapons, [[ShapingYourAttacks manifest as ranged attacks]] (although melee weapons tend to be shorter range). The game has a huge arsenal of weapons of many different types that the player can obtain, upgrade, and enchant, each with different attack styles and proficiencies. The player can also [[RealTimeWeaponChange switch between weapons on the fly]] if they desire.



* AfterBossRecovery: The Cleric has this as their signature trait - they regain 3 hearts of health when they progress to the next floor. Other characters will have to patch themselves up as best they can.
* AntiFrustrationFeatures: Enemy projectiles vanish as soon as the last enemy on the screen is defeated, preventing any post-victory deaths.

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* AfterBossRecovery: The Cleric has this as their signature trait - they regain 3 hearts of health when they progress to the next floor. Other characters will have to patch themselves up as best they can.
* AntiFrustrationFeatures: Enemy projectiles vanish as soon as the last enemy on the screen is defeated, preventing any [[KaizoTrap post-victory deaths.deaths]].



* BewareTheNiceOnes: The Mandrake is apparently a peaceful nature-loving spirit - until you anger it, at which point it loses its calm demeanor.

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* BewareTheNiceOnes: The Mandrake is apparently a peaceful nature-loving spirit - until you anger it, at which point it loses its calm demeanor.



* BoozeBasedBuff: Drinking alcohol increases your Tipsiness stat, which increases your damage dealing ability for a time, but otherwise has no drawbacks. However, the amount of alcohol you can tolerate is determined by your health - tough characters can down a few pints, but weaker ones like mages won't be able to drink as much before it starts harming them.

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* BoozeBasedBuff: Drinking alcohol increases your Tipsiness stat, which increases your damage dealing ability for a time, but otherwise has no drawbacks. However, the amount of alcohol you can tolerate is determined by your health - tough characters can down a few pints, but weaker ones like mages won't be able to drink as much before it starts harming them.



* CartridgesInFlight: A somewhat strange grenade variation of this trope - the GrenadeLauncher fires hand grenades which still have the pin and clip attached. To add to the confusion, the grenades don't have a timed fuze, but instead detonate on impact.

to:

* CartridgesInFlight: A somewhat strange grenade variation of this trope - the GrenadeLauncher fires hand grenades which still have the pin and clip attached. To add to the confusion, the grenades don't have a timed fuze, fuse, but instead detonate on impact.



* ChestMonster: Some rooms contain a chest as a reward for defeating all the enemies, and on rare occasions, the chest itself ''is'' the enemy, in a classic revealed-mimic guise. When it fights you, it uses attacks appropriate to the kind of chest it's mimicking - for example, the Alchemy Chest mimic lobs potion flasks at you.

to:

* ChestMonster: Some rooms contain a chest as a reward for defeating all the enemies, and on rare occasions, the chest itself ''is'' the enemy, in a classic revealed-mimic guise. When it fights you, it uses attacks appropriate to the kind of chest it's mimicking - for example, the Alchemy Chest mimic lobs potion flasks at you.



** However, the player can now invoke this trope with certain traits that double the bonuses received from one stat while negating the effects from the other two

to:

** However, the player can now invoke this trope with certain traits that double the bonuses received from one stat while negating the effects from the other twotwo.



* HitPoints: While the game does tracks numeric hit points, these are abstracted to the player as hearts, with each heart representing 1 HP (originally 20, before ''Between Heaven and Hell''). In addition to the player's normal health, there are also a number of additional sources of protection which are functionally equivalent to hit points and stack with them, but which follow different rules.

to:

* HitPoints: While the game does tracks track numeric hit points, these are abstracted to the player as hearts, with each heart representing 1 HP (originally 20, before ''Between Heaven and Hell''). In addition to the player's normal health, there are also a number of additional sources of protection which are functionally equivalent to hit points and stack with them, but which follow different rules.



* LethalJokeItem: The Cluckeye Bow is a pathetic weapon that's outclassed by even the Ranger's starting bow - but it has a small chance to release a chicken that homes in on enemies and deals a massive AreaOfEffect explosion which does ''1700% damage''.
* LethalLavaLand: Floor 7 is The Volcano, full of fiery enemies - although, surprisingly, not a whole lot of lava, although you can still encounter lava during the "Lava Enchanted" RandomEvent.

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* LethalJokeItem: The Cluckeye Bow is a pathetic weapon that's outclassed by even the Ranger's starting bow - but it has a small chance to release a chicken that homes in on enemies and deals a massive AreaOfEffect explosion which does ''1700% damage''.
* LethalLavaLand: Floor 7 is The Volcano, full of fiery enemies - although, surprisingly, not a whole lot of lava, although you can still encounter lava during the "Lava Enchanted" RandomEvent.



* LudicrousGibs: When you die, your character explodes into a huge shower of pixellated blood - which is a bit incongruous, given that there's otherwise [[BloodlessCarnage no actual blood in-game]].

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* LudicrousGibs: When you die, your character explodes into a huge shower of pixellated blood - which is a bit incongruous, given that there's otherwise [[BloodlessCarnage no actual blood in-game]].



* MagikarpPower: Melee weapons are restricted by their short range. However, they are comparatively easy to upgrade beyond +3 thanks to the item required for it being rather accessible - guns require Illegal Gun Parts, which you'll only see from a special NPC in the tavern or ''maybe'' from the black market, and a special blacksmith can potentially upgrade ''any'' weapon up to +4, but you're far from guaranteed to see it in any given run.

to:

* MagikarpPower: Melee weapons are restricted by their short range. However, they are comparatively easy to upgrade beyond +3 thanks to the item required for it being rather accessible - guns require Illegal Gun Parts, which you'll only see from a special NPC in the tavern or ''maybe'' from the black market, and a special blacksmith can potentially upgrade ''any'' weapon up to +4, but you're far from guaranteed to see it in on any given run.



*** The weapon enchantments use the same adjective-noun format similar to Terraria's item enchantments, and shares some of the same adjectives.

to:

*** The weapon enchantments use the same adjective-noun format similar to Terraria's ''Terraria'''s item enchantments, and shares some of the same adjectives.



*** There's also an Endurance Potion, although it works differently - it lets you briefly defy death, while ''Terraria'''s just reduces damage taken.

to:

*** There's also an Endurance Potion, although it works differently - it lets you briefly defy death, while ''Terraria'''s just reduces damage taken.



*** One of the Jungle bosses is the Queen Bee, which - like its ''Terraria'' counterpart - has a 3-stage dash attack, and also an attack that releases tiny bees at you.

to:

*** One of the Jungle bosses is the Queen Bee, which - like its ''Terraria'' counterpart - has a 3-stage dash attack, and also an attack that releases tiny bees at you.



*** Several of the Tavern patrons are modelled on the Terraria [=NPCs=]. The two regulars - the bartender and the nurse - resemble the Tavernkeep and Nurse [=NPCs=], and have similar purposes. Of the irregular patrons, you can encounter a miner who looks a lot like the Demolitionist and sells you bombs, and a wizard who resembles the Wizard NPC. Finally, there's an irregular Tavern patron who will offer to sell you Illegal Gun Parts, the same as ''Terraria'''s Arms Dealer does.

to:

*** Several of the Tavern patrons are modelled on the Terraria [=NPCs=]. The two regulars - the bartender and the nurse - resemble the Tavernkeep and Nurse [=NPCs=], and have similar purposes. Of the irregular patrons, you can encounter a miner who looks a lot like the Demolitionist and sells you bombs, and a wizard who resembles the Wizard NPC. Finally, there's an irregular Tavern patron who will offer to sell you Illegal Gun Parts, the same as ''Terraria'''s Arms Dealer does.



*** One of the attacks of the final boss of the hell route, where it spawns rows of fire balls with gaps from all sides, is all but taken straight from [[https://youtu.be/ZLmDOHg0Ynw?si=mQq3Xu3K2v6E5g5n&t=195 the Searing Exarch fight]].

to:

*** One of the attacks of the final boss of the hell route, where it spawns rows of fire balls fireballs with gaps from all sides, is all but taken straight from [[https://youtu.be/ZLmDOHg0Ynw?si=mQq3Xu3K2v6E5g5n&t=195 the Searing Exarch fight]].

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None


* ShapingYourAttacks: All attacks in the game are ranged, even ones that you wouldn't expect to be, like [[GoodOldFisticuffs bare fists]]. If the attack is with a melee weapon, it usually spawn a projectile in the shape of that weapon, or a simple crescent SwordBeam.

to:

* ShapingYourAttacks: All attacks in the game are ranged, even ones that you wouldn't expect to be, like [[GoodOldFisticuffs bare fists]]. If the attack is with a melee weapon, it usually spawn spawns a projectile in the shape of that weapon, or a simple crescent SwordBeam.



*** The Inferno Potion surrounds you with a ring of flames, just like the potion of the same name in ''Terraria''.

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The Between Heaven and Hell update changed how orbitals work.


* OrbitingParticleShield:
** The Inferno Potion surrounds the player with a ring of flames.
** Similarly, the Triumvirate item surrounds you with three orbiting elemental flames that each inflict a different elemental effect on contact.
** The Pharaoh boss can protect itself with a dense circle of orbiting particles.

to:

* OrbitingParticleShield:
** The Inferno Potion surrounds the player with a ring of flames.
** Similarly, the Triumvirate item surrounds you with three orbiting elemental flames that each inflict a different elemental effect on contact.
**
OrbitingParticleShield: The Pharaoh boss can protect itself with a dense circle of orbiting particles.
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None


''Tiny Rogues'' is a {{Roguelike}} BulletHell shooter by [=RubyDev=], released on Steam in Early Access on 23 September 2022. While appearing to be a simple retro shooter on the surface, under the bonnet it features a complex and detailed character engine, with dozens of individual stats, abilities, and progression mechanics.

to:

''Tiny Rogues'' is a {{Roguelike}} BulletHell shooter by [=RubyDev=], released on Steam in Early Access on 23 September 2022. While appearing to be a simple retro shooter on the surface, under the bonnet it features a complex and detailed character engine, with dozens hundreds of individual stats, abilities, and progression mechanics.
Is there an issue? Send a MessageReason:
None


* LuckStat: The Luck stat influences probabilities by telling the game to silently reroll outcomes and give you the most favorable one. The higher the stat, the more rerolls the game will do.

to:

* LuckStat: The Luck stat influences probabilities by telling forcing the game to silently reroll outcomes and give you the most favorable one. The higher the stat, the more rerolls the game will do.

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