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The phase has more difficult ones both before and after it, and since the final phase isn't the easy one, it can't be the bonafide Climax Boss.


* AntiClimaxBoss: The penultimate phase of the final boss is pathetic. [[spoiler:It's a tree, which is a massive, immobile target with no hitbox, and the projectiles of which can be avoided reliably, as they only come from above as well.]] You just have to aim up and shoot until the boss goes down. In its defense, this phase is a nice breather between the very difficult phases before and after it.


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* BreatherBoss: The second phase of the final boss is considerably easier than the phases surrounding it. [[spoiler:It's a tree, which is a massive, immobile target with no hitbox, and the projectiles of which can be avoided reliably, as they only come from above as well.]] You just have to aim up and shoot until the boss goes down.
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Oh, it's in Trivia.


* AuthorsSavingThrow: When the game came out, it [[ObviousBeta left a sour first impression because it was clearly not finished]]. The controls were clunky, there were sound effects missing, and there was barely any tutorial. But patches fixed the controls first, also adding a tutorial, and then actually added the sound effects.

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* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but an octopus. Once the octopus is beaten, it disappears from the fight completely and the third phase pits you against Haarmit once again, with the octopus never appearing again.

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* AuthorsSavingThrow: When the game came out, it [[ObviousBeta left a sour first impression because it was clearly not finished]]. The controls were clunky, there were sound effects missing, and there was barely any tutorial. But patches fixed the controls first, also adding a tutorial, and then actually added the sound effects.
* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but an octopus. Once the octopus is beaten, it disappears from the fight completely and the third phase pits you against Haarmit once again, with the octopus never appearing again.again [[spoiler:until the FinalBoss]].
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None


* FanPreferredCutContent: The boss fight with Rocky Rooster had a different premise earlier in development, taking place at the Fountain of Youth, and each phase would have Rocky gradually get younger. Some players wish this version of the fight had made it into the final game, finding it more interesting and cohesive than the Fountain of Time concept that the fight ended up going with.

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* FanPreferredCutContent: The boss fight with Rocky Rooster had a different premise earlier in development, taking place at the Fountain of Youth, and each phase would have Rocky gradually get younger. Some players wish this version of the fight had made it into the final game, finding it more interesting and cohesive than the Fountain of Time concept that the fight ended up going with. Also in the Rocky fight, he uses an attack in his first phase where he bounces light off of his hand mirror. In the trailer, when he does so, it has a visible beam of light coming off of it; this is missing in the finished version, which many find baffling as it makes it look like his mirror is just randomly firing off waves.
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* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt -- a lot of areas lacked polish, the sound design was very poor (there are literally ''no'' sound effects during boss fights except your character's magic) and some of the levels felt like they were never play tested.

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* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt -- a lot of areas lacked polish, the sound design was very poor (there are were literally ''no'' sound effects during boss fights except your character's magic) and some of the levels felt like they were never play tested.
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undertale fan myopia


* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that's heavily based on a viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow'' is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.
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** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until World 3's boss, and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in World 2-2 or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.

to:

** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until World 3's boss, and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in World 2-2 or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.2-1.
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None


** The game lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting, however.

to:

** The game lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting, however.



*** Similarly, the composer's piano attacks don't sync up with the music, which causes it to sound like the piano isn't making any noise, alongside making the attacks hard to telegraph.

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*** Similarly, the composer's piano attacks don't sync up with the music, which causes it to sound like the piano isn't is just making any random noise, alongside making the attacks hard to telegraph.



** The death animation has the player fall to the ground with a flower in their hands. Perfectly fine if they're standing on the ground, but if you die in the air the animation still plays without the player falling to the ground, leaving them floating mid-air.

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** The death animation has the player fall to the ground with a flower in their hands. Perfectly fine if they're standing on the ground, but if you die in the air air, the animation still plays without the player falling to the ground, leaving them floating mid-air.



** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until World 3's boss, and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in the cyberspace level or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.

to:

** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until World 3's boss, and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in the cyberspace level World 2-2 or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.
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None


** Enemies sometimes have very inconsistent animation quality. For example, in the first level of World 3 alone, the alligators move almost as smoothly as the protagonists, while the gorillas firing monkeys from bazookas are extremely choppy and sometimes change size mid-animation.

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** Enemies sometimes have very inconsistent animation quality. For example, in the first level of World 3 alone, the alligators move almost as smoothly as the protagonists, while the gorillas firing monkeys from bazookas are extremely choppy and sometimes change size mid-animation. The worst part are the rolling monkeys, which are literally still images being rotated in-engine.
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None


* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that is heavily based on an viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow'' is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.

to:

* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that is that's heavily based on an a viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow'' is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.
Is there an issue? Send a MessageReason:
None


* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that is heavily based on an viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.

to:

* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that is heavily based on an viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow ''Yellow'' is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HilariousInHindsight: Somehow, this isn't the [[VideoGame/UndertaleYellow only game]] released in 2023 that is heavily based on an viral [[VideoGame/{{Cuphead}} indie]] [[VideoGame/{{Undertale}} game]] from years prior that has a [[spoiler:shapeshifting FinalBoss with a dramatic ArtShift for every phase of their final battle]]. Although ''Yellow is explicitly an ''Undertale'' fangame, while ''Enchanted Portals'' is a original game that just happens to be extremely similar to ''Cuphead''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The dash preserves your momentum, meaning that it's almost impossible to predict how far it will move you and it's very likely you'll end up slamming into things while using it. Compare to ''Cuphead'', where the dash cancels your movement and takes you a predetermined distance.
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None


* ItsShortSoItSucks: One of the many complaints about the game upon release that that the game could easily be beaten in under an hour and there were no bonuses to go back and find or ranking systems to encourage replaying the levels or bosses for a higher score, meaning that the player most likely won't play it again even if they did enjoy it.

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* ItsShortSoItSucks: One of the many complaints about the The game upon release that that the game could can easily be beaten in under an hour hour, and there were are no bonuses to go back and find or ranking systems to encourage replaying the levels or bosses for a higher score, meaning that score. By comparison, ''Cuphead'' offers much more content for the player most likely won't play it again even if they did enjoy it. same price.

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None


* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt -- a lot of areas lacked polish, the sound design was very poor (there are literally ''no'' sound effects during boss fights except your character's gun) and some of the levels felt like they were never play tested.

to:

* ItsShortSoItSucks: One of the many complaints about the game upon release that that the game could easily be beaten in under an hour and there were no bonuses to go back and find or ranking systems to encourage replaying the levels or bosses for a higher score, meaning that the player most likely won't play it again even if they did enjoy it.
* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt -- a lot of areas lacked polish, the sound design was very poor (there are literally ''no'' sound effects during boss fights except your character's gun) magic) and some of the levels felt like they were never play tested.
Is there an issue? Send a MessageReason:
None


* EnsembleDarkhorse: The Conductor, in spite of having no plot relevance and lasting about thirty seconds, is widely regarded as the coolest boss in the game for its original concept where the boss's attacks are in tune to the music and actually having sound effects for its attacks.
* FanPreferredCutContent: The boss fight with Rocky Rooster originally had a different premise, taking place at the Fountain of Youth, and Rocky would gradually get younger as the player defeats each of his phases. Some players wish this version of the fight had made it into the final game, finding it more interesting and cohesive than the Fountain of Time concept that the fight ended up going with.

to:

* EnsembleDarkhorse: The Conductor, in spite of having no plot relevance and lasting about thirty seconds, Conductor is widely regarded as one of the coolest boss bosses in the game for its original having a unique concept where the boss's his attacks are in tune to the music and actually having music, with sound effects for its attacks.
to match. Many players wish his fight could have been realized as a full-length boss battle complete with multiple phases.
* FanPreferredCutContent: The boss fight with Rocky Rooster originally had a different premise, premise earlier in development, taking place at the Fountain of Youth, and each phase would have Rocky would gradually get younger as the player defeats each of his phases.younger. Some players wish this version of the fight had made it into the final game, finding it more interesting and cohesive than the Fountain of Time concept that the fight ended up going with.



** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until the ''World 3 boss'' and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in the cyberspace level or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.

to:

** The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until the ''World 3 boss'' World 3's boss, and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in the cyberspace level or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.
Is there an issue? Send a MessageReason:
None


* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but a random octopus. Once the octopus is beaten, it's barely brought up again and the third phase pits you against Haarmit once again, meaning that the octopus seemed to just be there to give Haarmit's battle a third phase.

to:

* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but a random an octopus. Once the octopus is beaten, it's barely brought up again it disappears from the fight completely and the third phase pits you against Haarmit once again, meaning that with the octopus seemed to just be there to give Haarmit's battle a third phase.never appearing again.



* FanPreferredCutContent: Those critical of the game have noted that the trailers both have better animation and levels that look far less bland, with many singling out Rocky's "Fountain of Youth" boss fight as far superior to the final's "Fountain of Time".

to:

* FanPreferredCutContent: Those critical of the game have noted that the trailers both have better animation and levels that look far less bland, with many singling out Rocky's "Fountain of Youth" The boss fight as far superior to with Rocky Rooster originally had a different premise, taking place at the final's "Fountain Fountain of Time".Youth, and Rocky would gradually get younger as the player defeats each of his phases. Some players wish this version of the fight had made it into the final game, finding it more interesting and cohesive than the Fountain of Time concept that the fight ended up going with.



** The game unfortunately lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting, however.
** The levels and enemy placement are both randomly generated, making the levels not only flat and boring, but can also result in sections where it is impossible to avoid taking damage.

to:

** The game unfortunately lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting, however.
** The levels and enemy placement are both randomly generated, making the levels not only flat and boring, making it difficult for the player to create a consistent strategy, but can also result possibly resulting in sections where it is impossible to avoid taking damage.



** You switch spells with the D-Pad, making it spell switching clunky and impossible while moving. A later patch fixed this, mapping spell switching to a single button and allowing you to do it in midair and while moving.

to:

** You switch spells with the D-Pad, but you must be completely stationary in order to switch, making it spell switching difficult and clunky and impossible while moving.to do on the fly. A later patch fixed this, mapping spell switching to a single button and allowing you to do it in midair and while moving.



** The first boss has an ArtShift happen halfway. This doesn't happen again until the ''Final'' Boss.

to:

** The first boss has an introduces the concept of a temporary ArtShift happen halfway. This doesn't happen again until that happens halfway through the ''Final'' Boss.fight, but the first and final boss fights are the only times in the game where this happens.
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None

Added DiffLines:

* EnsembleDarkhorse: The Conductor, in spite of having no plot relevance and lasting about thirty seconds, is widely regarded as the coolest boss in the game for its original concept where the boss's attacks are in tune to the music and actually having sound effects for its attacks.
Is there an issue? Send a MessageReason:
None


** The game unfortunately lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting under an hour, however.

to:

** The game unfortunately lacks a manual save or auto-save feature of any kind. There is no way of knowing this at first until one turns the game off a few worlds in, only to find all their progress undone. The game is short enough that it can be beaten in one sitting under an hour, sitting, however.
Is there an issue? Send a MessageReason:
None


** The game’s ArtShift sequences look fine in stills but have significantly more stiff and limited animation than the rest of the game in motion.

to:

** The game’s ArtShift sequences look fine in stills but have significantly more stiff and limited animation than the rest of the game in motion. Moreover, the background doesn't change at all.

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None


* FanPreferredCutContent: Those critical of the game have noted that the trailers both have better animation and levels that look far less bland, with many singling out Rocky's "Fountain of Youth" boss fight as far superior to the final's "Fountain of Time".



* UnderusedGameMechanic: The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until the ''World 3 boss'' and only get used a few more times afterwards, and the only other breakable wall in the whole game is at the beginning of World 2.

to:

* UnderusedGameMechanic: UnderusedGameMechanic:
**
The first level gives tutorials for enemies with magic barriers that require using different attacks to kill them and large walls that can only be taken down by the melee attack, yet these two mechanics are used quite sparsely through the rest of the game. The magic barriers don't show up anywhere after World 1 until the ''World 3 boss'' and only get used a few more times afterwards, even in spots where it seems like it should (such as the colored viruses in the cyberspace level or the fairies during the FinalBoss), and the only other breakable wall in the whole game is at the beginning of World 2.2.
** The first boss has an ArtShift happen halfway. This doesn't happen again until the ''Final'' Boss.
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The octopus is brought back for a bit in the final fight for an attack


* AntiClimaxBoss: The penultimate phase of the final boss is pathetic. [[spoiler:It's a tree, which is a massive, immobile target with no hitbox, and the projectiles of which can be shot down reliably.]] You just have to aim up and shoot until the boss goes down. In its defense, this phase is a nice breather between the very difficult phases before and after it.
* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but a random octopus. Once the octopus is beaten, it's never brought up again and the third phase pits you against Haarmit once again, meaning that the octopus seemed to just be there to give Haarmit's battle a third phase.

to:

* AntiClimaxBoss: The penultimate phase of the final boss is pathetic. [[spoiler:It's a tree, which is a massive, immobile target with no hitbox, and the projectiles of which can be shot down reliably.avoided reliably, as they only come from above as well.]] You just have to aim up and shoot until the boss goes down. In its defense, this phase is a nice breather between the very difficult phases before and after it.
* BigLippedAlligatorMoment: Haarmit's second phase isn't against him, but a random octopus. Once the octopus is beaten, it's never barely brought up again and the third phase pits you against Haarmit once again, meaning that the octopus seemed to just be there to give Haarmit's battle a third phase.
Is there an issue? Send a MessageReason:
None


* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt-a lot of areas lacked polish, the sound design was very poor (there are literally ''no'' sound effects during boss fights except your character's gun) and some of the levels felt like they were never play tested.

to:

* ObviousBeta: Upon the game's release, one of the biggest things people noticed was just how unfinished the game looked and felt-a felt -- a lot of areas lacked polish, the sound design was very poor (there are literally ''no'' sound effects during boss fights except your character's gun) and some of the levels felt like they were never play tested.

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