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** Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.

to:

** Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.RandomNumberGod.
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* MostAnnoyingSound: the shopkeeper's incessant grunting.
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%%* EarWorm
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* GameBreaker: Hood the Rabbit. By virtue of being an archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]]. [[spoiler:Best of all, he stays out of range from both the Ice Dragon's and Dark Lord's ''very'' threatening attacks]].

to:

* GameBreaker: Hood the Rabbit. By virtue of being an archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]]. [[spoiler:Best Best of all, he stays out of range from both the [[spoiler:the Ice Dragon's and Dark Lord's Lord]]'s ''very'' threatening attacks]].attacks.
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** A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch and Soccer Skeleton, the former temporarily turning up to 5 units into useless frogs, the latter kicking units backwards and knocking them down, forcing them to get back up and make their way to him again.

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** A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch and Witch, Soccer Skeleton, Skeleton and Ice Dragon, the former first temporarily turning up to 5 units into useless frogs, the latter second kicking units backwards and knocking them down, down forcing them to get back up and make their way to him again.again, and the third uses an area ice breath to temporarily freeze groups of units while also dealing a great amount of damage.
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** A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch and Soccer Skeleton, the former turning up to 5 units into useless frogs, the latter kicking units backwards forcing them to have to get back up and make their way to him again.

to:

** A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch and Soccer Skeleton, the former temporarily turning up to 5 units into useless frogs, the latter kicking units backwards and knocking them down, forcing them to have to get back up and make their way to him again.
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* GoddamnedBoss:
** A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch and Soccer Skeleton, the former turning up to 5 units into useless frogs, the latter kicking units backwards forcing them to have to get back up and make their way to him again.
** The Ghost King will teleport around the battlefield very often, and since your troops can only move forwards you have to keep summoning more so that the new ones can hurt him as the ones before leave the screen. He also attacks quite rapidly for a good amount of damage meaning that you can't stall him with Paladog.
** Ghost Paladog can only be harmed by Paladog's attacks, making much of the fight tedious if you don't have good enough damage. All of your troops will pass him by meaning that you have to keep summoning more if you don't want his Fist of Fury to hit you. Worse still, he can also appear as a DegradedBoss in one of the final set of levels.

Added: 868

Removed: 868

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* GoddamnedBats:
** Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] (and completely invulnerable to EVERYTHING) when nearing your front-most troops to bypass them, only rematerializing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
** Ranged enemies. Similar to how Hood can be dangerous in huge groups, these guys are in a similar boat. If too many of them get amassed in one area, prepare to have your non-ranged units get owned by a hail of arrows.


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* GoddamnedBats:
** Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] (and completely invulnerable to EVERYTHING) when nearing your front-most troops to bypass them, only rematerializing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
** Ranged enemies. Similar to how Hood can be dangerous in huge groups, these guys are in a similar boat. If too many of them get amassed in one area, prepare to have your non-ranged units get owned by a hail of arrows.
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* AnticlimaxBoss: The Dark Lord can end up like this, since his only attack, while being a OneHitKill on troops and a HPToOne on Paladog, has a long delay time allowing [[ZergRush Mouse Spam]] to overwhelm it while masses of [[GameBreaker Hood The Rabbit]], safe from his attack thanks to their range, can shoot him down. Furthermore, all the Mooks accompanying him are melee units, meaning that enough Hoods with their SpecialAttack will be able to hit through the Dark Lord ''and'' kill them before they can even reach Paladog's front lines. As such, the only trouble would be the gigantic amount of health the boss has and the constant upkeep of Mouse to use as a sacrificial shield.
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* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]]. [[spoiler:Best of all, he stays out of range from both the Ice Dragon's and Dark Lord's ''very'' threatening attacks]].

to:

* GameBreaker: Hood the Rabbit. By virtue of beingan being an archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]]. [[spoiler:Best of all, he stays out of range from both the Ice Dragon's and Dark Lord's ''very'' threatening attacks]].
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* FridgeLogic: The Critters were supposed to be IncorruptiblePurePureness, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog succumbed to brainwashing.

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* FridgeLogic: The Critters were supposed stated to be IncorruptiblePurePureness, IncorruptiblePurePureness in the backstory, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog succumbed to brainwashing.
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* FridgeLogic: The Animals were supposed to be uncorruptible and lacking in sin, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog fell to evil.

to:

* FridgeLogic: The Animals Critters were supposed to be uncorruptible and lacking in sin, IncorruptiblePurePureness, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog fell succumbed to evil.brainwashing.
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Added DiffLines:

* FridgeLogic: The Animals were supposed to be uncorruptible and lacking in sin, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog fell to evil.
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Added DiffLines:

** The enemy legions are all waves of humanoid undead. Presumably, they're the corpses of the vice-ridden humans who were killed by the disaster in the backstory.
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* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]].

to:

* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]]. [[spoiler:Best of all, he stays out of range from both the Ice Dragon's and Dark Lord's ''very'' threatening attacks]].
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** The final 12 levels contain ''tons'' of spearman enemies. Why? Since they're the EvilCounterpart of [[PratorianGuard Bear the Royal Guard]], it makes sense that they're the Royal Guard of the Dark Lord.

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** The final 12 levels contain ''tons'' of spearman enemies. Why? Since they're the EvilCounterpart of [[PratorianGuard [[PraetorianGuard Bear the Royal Guard]], it makes sense that they're the Royal Guard of the Dark Lord.

Added: 552

Changed: 133

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* DemonicSpiders: GiantMook variants of Ghosts. These are ''very'' painful, have a lot of health, and basically do the same thing that ghosts do below.

to:

* DemonicSpiders: DemonicSpiders:
**
GiantMook variants of Ghosts. These are ''very'' painful, have a lot of health, and basically do the same thing that ghosts do below.below.
** Beholders. Their BeamSpam will bring down even the toughest of units quite fast, and from a good distance too. While their health is so-so, their mechanical variants have even more health.


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* FridgeBrilliance:
** The final 12 levels contain ''tons'' of spearman enemies. Why? Since they're the EvilCounterpart of [[PratorianGuard Bear the Royal Guard]], it makes sense that they're the Royal Guard of the Dark Lord.

Added: 151

Changed: 56

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* DemonicSpiders: GiantMook variants of Ghosts. These are ''very'' painful, have a lot of health, and basically do the same thing that ghosts do below.



** Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

to:

** Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] (and completely invulnerable to EVERYTHING) when nearing your front-most troops to bypass them, only appearing rematerializing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

Added: 1173

Changed: 993

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* ThatOneLevel: Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.

to:

* ThatOneLevel: ThatOneLevel:
** The entirety of Level 3-1 to 3-12. The reason? The levels are chock-full of [[GoddamnedBats Ghosts]]. Hope you know how to summon weaker units to take the heat off from them!
**
Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.

Added: 1019

Changed: 1582

Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks.

to:

* GoddamnedBats: GoddamnedBats:
**
Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
** Ranged enemies. Similar to how Hood can be dangerous in huge groups, these guys are in a similar boat. If too many of them get amassed in one area, prepare to have your non-ranged units get owned by a hail of arrows.
* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks. And if that's not enough, Hood's SpecialAttack hits ''all enemies in front of him'' as he shoots a [[OneHitPolykill piercing]] [[ArrowsOnFire flaming arrow]].
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

to:

* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health.health and ''very'' rapid attacks. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

to:

* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your front-most troops to bypass them, only appearing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your frontal troops to bypass them, only appearing when they get in front of the troops behind Paladog. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

to:

* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your frontal front-most troops to bypass them, only appearing when they get in they're past your front of the troops behind Paladog. line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements.reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
Is there an issue? Send a MessageReason:
None


* EarWorm

to:

* %%* EarWorm



* ThatOneLevel: Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.
* MostAnnoyingSound: the shopkeeper's incessant grunting.

to:

* MostAnnoyingSound: the shopkeeper's incessant grunting.
* ThatOneLevel: Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.
* MostAnnoyingSound: the shopkeeper's incessant grunting.
RandomNumberGod.
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your frontal troops to bypass them, only appearing when they get in front of the troops behind Paladog. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements. [[ThatOneLevel: Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]

to:

* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your frontal troops to bypass them, only appearing when they get in front of the troops behind Paladog. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements. [[ThatOneLevel: [[ThatOneLevel Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoddamnedBats: Ghosts. By far the most irritating enemy in the game, they basically [[{{Intangibility}} turn intangible]] when nearing your frontal troops to bypass them, only appearing when they get in front of the troops behind Paladog. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements. [[ThatOneLevel: Did we mention that the first 12 stages of the Icy Glen is chock-full of them?]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarWorm
* GameBreaker: Hood the Rabbit. By virtue of beingan archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a GlassCannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous ZergRush wall of these attacks.
* ThatOneLevel: Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of [[MightyGlacier miner goblins]], all of which will easily [[WeCannotGoOnWithoutYou take out Paladog]] if even one of them gets close. Your main force consists of the ''vastly'' OverratedAndUnderleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a GlassCannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based OneHitKill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the RandomNumberGod.
* MostAnnoyingSound: the shopkeeper's incessant grunting.

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