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* AutoPilotTutorial: Every first level of any Invading Boss' Quest minigame robs the reins from the player to illustrate the mechanics of that particular minigame.
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* StandardStatusEffects: Two of them. You can only counter one kind per match with limited-use items.

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* StandardStatusEffects: StatusEffects: Two of them. You can only counter one kind per match with limited-use items.
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* AchievementMockery: The game records what was your worst chain of loses, but only displays it on your personal profile menu.

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* AchievementMockery: The game records what was your worst chain of loses, losses, but only displays it on your personal profile menu.
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* LoadsAndLoadsOfLoading:
** Being a smartphone game and all, the hardest thing about starting out is waiting for it to download over 5 years of thingamabobs. And every so often there will be an internal or external update to add more trinkets or change the active events.
** Each online match takes roughly 30 seconds to load.
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** An update in late January 2020 broke the entire My Zoo section, as it would display a connection error no matter what. Finishing normal matches wouldn't even award My Zoo visitors. This update also glitched avatars such that big characters were displayed as miniatures and decorations that shouldn't flip for player 2 did.
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* UnwinnableByDesign: There comes a point (at around 680 to 775 rounds) where it becomes impossible to defeat the Quest Bosses. Not because your selected avatars aren't worth enough points, but because your Supporters don't have enough HP. You can earn better avatars with enough resources or cleared missions, but the Supporters are out of your control. The system is so botched that it could take ''several years'' of playtime for a rarity 3 supporter to have as much health as the weakest rarity 1 supporter.

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** Players are so at the mercy of the RandomNumberGod, such that it rarely feels fair whether one wins or loses. The game frequently plays itself for one player while being unwinnable for the other.

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** Players are so at the mercy of the RandomNumberGod, such that it rarely feels fair whether one wins or loses. The game frequently plays itself for one player while being unwinnable for the other.


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** The status effect panels seem oddly likely to appear on turn 2, despite matches rarely lasting for more than that.

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** Sometimes a timed event will be postponed due to technical difficulties, but once it resumes it will fail to appear again to many players until it is too late.



** Players are ultimately at the mercy of the RandomNumberGod. Sometimes the game plays itself, but on the other hand the board can have next to no possible matches and still never award a No More Moves bonus. Items can show up to either player and change the tides of battle.

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** Players are ultimately so at the mercy of the RandomNumberGod. Sometimes the RandomNumberGod, such that it rarely feels fair whether one wins or loses. The game frequently plays itself, but on the other hand the board can have next to no possible matches and still never award a No More Moves bonus. Items can show up to either itself for one player and change while being unwinnable for the tides of battle.other.



** Group Battle events involve upgrading a certain avatar by collecting component itens as random drops from bosses. It is very likely to be unable to upgrade the avatar even once despite winning several dozen times.



* PlayEveryDay: Encouraged by the daily bonus and the various timed events. Fortunately, the player only needs to play for 25 days, and it doesn't need to be in a row.

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* PlayEveryDay: Encouraged by the daily bonus and the various timed events. Fortunately, the player only needs to play for 25 days, days every month, and it doesn't need to be in a row.



** The No More Moves bonus boosts both attack and defense by 30 and spawns a SP tile, but it rarely, if '''ever''', compensates for the worthless board that let it happen. Plus, if it happens after the turn ends it doesn't count!

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** The No More Moves bonus boosts both attack and defense by just 30 and spawns a SP tile, but it and that rarely, if '''ever''', compensates for the worthless board that let it happen. Plus, The bonus' animation itself wastes two seconds! And to add insult to injury, if it happens after the turn ends it doesn't count!
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** From the Bingo mission: "''Let's Challenge!'' Put your heart into the challenge!" That particular use of "let's" is an instance of GratuitousEnglish.

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** From the Bingo mission: "''Let's Challenge!'' Put your heart into the challenge!" That particular use of "let's" [[https://legendsoflocalization.com/japans-mysterious-love-of-the-word-lets/ is an instance instance]] of GratuitousEnglish.
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** From the Bingo mission: "Let's challenge! Put your heart into the challenge!" That particular use of "let's" is an instance of GratuitousEnglish.

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** From the Bingo mission: "Let's challenge! "''Let's Challenge!'' Put your heart into the challenge!" That particular use of "let's" is an instance of GratuitousEnglish.
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* SequentialBoss: The Chain Battle event required the player to play a modified version of the Disturbing Mecha Boss game five times in a row. You can interrupt the event between rounds to spin a roulette of increasingly better prizes, and you should stop before the horribly difficult fifth round unless you're REALLY confident about yourself.

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* SequentialBoss: The Chain Battle event required requires the player to play a modified version of the Disturbing Mecha Boss game five times in a row. You can interrupt the event between rounds to spin a roulette of increasingly better prizes, and you should stop before the horribly difficult fifth round unless you're REALLY confident about yourself.
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* SequentialBoss: The Chain Battle event required the player to play a modified version of the Disturbing Mecha Boss game five times in a row. You can interrupt the event between rounds to spin a roulette of increasingly better prizes, and you should stop before the horribly difficult fifth round unless you're REALLY confident about yourself.
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** If a play session lasts for too long, the music suddenly shuts down. Upon loading the next match, you'll see that all avatar graphics have been corrupted and replaced by the basic ones all across the game. After restarting the app, it will then re-download all the damaged files.
** It is possible for Zoo Vandals to not spawn ever again for no apparent reason.

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** If a play session lasts for too long, the music suddenly shuts down. Upon loading the next match, you'll see that all avatar graphics have been corrupted and replaced by the basic ones all across the game. After restarting the app, it will then re-download all the damaged files.
files. Most of the game will work fine under this state, but viewing the Bingo card will freeze it.
** It is possible for Zoo Vandals to not spawn ever again for no apparent reason. Reinstall the game if that happens.
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** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn unless the No More Moves bonus is triggered.

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** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn unless turn. Sometimes the No More Moves bonus is triggered.turns this off, and sometimes it doesn't.
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* {{Combos}}: You should keep a chain going for as long as possible to rack up points.

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* {{Combos}}: You should keep a single chain going for as long as possible to rack up points. Multiple small chains are worthless.



* EpicFail: Whenever the player scores what seems like a very good chain only to look up and see their stats somehow have barely increased at all.

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* EpicFail: Whenever the player scores what seems seemed like a very good chain only to look up and see their stats somehow have barely increased at all.all or that defense is low enough to make an high attack value irrelevant.



** It is possible for Zoo Vandals to not spawn ever again.

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** It is possible for Zoo Vandals to not spawn ever again.again for no apparent reason.
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** Sometimes Zoo Vandals will fail to spawn for the rest of a given event. This can happen even in the first few days for no apparent reason, depriving you of all the rewards for beating them.

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** Sometimes It is possible for Zoo Vandals will fail to not spawn for the rest of a given event. This can happen even in the first few days for no apparent reason, depriving you of all the rewards for beating them.ever again.
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* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering either or both status effects. Beating a level 3 or rare boss without spending power bottles is a matter of luck.

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* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering either or both ''both'' status effects. Beating Got a level 3 hippo or rare boss without spending power bottles a elephant turn? Then you're dead. Oh, and if you run out of turns it is a matter of luck.loss even if you're in the lead!

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* GameBreakingBug: If a play session lasts for too long, the music suddenly shuts down. Upon loading the next match, you'll see that all avatar graphics have been corrupted and replaced by the basic ones all across the game. After restarting the app, it will then re-download all the damaged files.

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* GameBreakingBug: GameBreakingBug:
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If a play session lasts for too long, the music suddenly shuts down. Upon loading the next match, you'll see that all avatar graphics have been corrupted and replaced by the basic ones all across the game. After restarting the app, it will then re-download all the damaged files.files.
** Sometimes Zoo Vandals will fail to spawn for the rest of a given event. This can happen even in the first few days for no apparent reason, depriving you of all the rewards for beating them.
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** Most of the unique mission modes are luck-based. Like the "Disturbing Mecha Boss" game, in which the target will nearly always produce a situation that makes it impossible to hit it. The only exceptions are the minigame that asks you to clear ten increasingly large stacks in a single chain each or the one that requires you to place blocks on empty spots in a stack. Those just require quick thinking.

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** Most of the unique mission modes are luck-based. luck-based at least and seemingly deliberately unwinnable at most. Like the "Disturbing Mecha Boss" game, in which the target will nearly eventually always produce a situation that makes it impossible to hit it. The only exceptions are the minigame that asks you to clear ten increasingly large stacks in a single chain each or the one that requires you to place blocks on empty spots in a stack. Those just require quick thinking.

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