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The starting parts of the game grid.

Parameters is a Japanese RPG Web Game with no proper graphics, no sound effects, no music and no story. Essentially, it is an RPG stripped down to its basic mechanics-click on boxes to fight enemies and complete missions, while upgrading your stats, unlocking rooms which contain missions or monsters, and such. Your objective is to "kill" all the enemies (yellow squares) and defeat the final boss.

Despite its extreme simplicity, this game is very addictive.

Unfortunately, as of Flash's end of life, it's no longer playable on its original site.


Tropes Associated with Parameters

  • Absurdly High Level Cap: Wherever it is, it's higher than 47, and 49 still has achievable seeming experience requirements. Since levels are only relevant for skill points, which can be bought directly, even that's absurdly high, since getting there requires massive use of the slot machine. It's more than enough to defeat the Superboss. Also, stats can go above 999, where it starts messing with the display. 1000 ATK only allows fitting 7 characters, showing as: 1000/10, for example.
  • Achievement System: Accomplishing certain tasks, will unlock certain squares. These squares are one-use but provide sizeable bonuses. For example:
    • Buying 1 of every equipment upgrade unlocks a ACT.+20.
    • Completing all the Missions unlocks a LIFE+20.
    • Getting MAXIMAM COMBO from collecting drops, gets a square that drops $200 xLV. money.
    • Defeating the Final Boss and getting the S of NEKOGAMES unlocks the ATK.x2 tile.
  • A Winner Is You: Naturally, when you manage to finish off the entire game, though you do also get the option to tweet about it. The Superboss doesn't net you anything either, not even money or EXP, just a copyright claim/"all rights reserved" phrase and a ";p" once you manage to finish off said Superboss.
  • Betting Mini-Game: You get to unlock a slot machine-like game, which can be a good source of money if you know how it works.
  • Bragging Rights Reward: The one-time square that allows you to double your attack power is unlocked... after you beat the Final Boss. It's pretty much only useful for the only enemy left (which is the Superboss), and that's about it.
  • Cap: You can only get 9 copies of any attack / defense increasing square.
  • Climax Boss: The bottom-most box, being the biggest one of them all and sporting more HP than all other boxes, can easily lead the player to assume that it's the most threatening enemy on the board and the last one they have to subdue. It's not. The final boss is an unassuming square that only becomes accessible once all other enemies are defeated, and to make up for its small size it has several health bars.
  • Damage-Increasing Debuff: Both the Final Boss and the Superboss can temporarily lower your defence when they attack you.
  • Death Is a Slap on the Wrist: Losing all your health just means that you have to regenerate it back. Your attack and defense also drop to zero and have to regenerate too, so you can't just top off your health and jump straight back into the fray.
  • Deconstruction Game: This game is pretty much an RPG in its bare-bones form. Unlike Progress Quest, it requires player interaction.
  • Dump Stat: Defence and ACT. Considering that it is impossible to buy RCV upgrades (unless you unlock the ability to buy skill points), the Attack upgrades are too expensive compared to buying skill points to level up attack, and Defence upgrades are far cheaper, you're best off buying all the Defence upgrades rather than spending skill points in it, especially how the Damage-Increasing Debuff decreases defense to around 302-303 no matter how much it's upgraded. And ACT only matters until the slot machine arrives, which gives tons of money and doesn't cost ACT.
  • Engrish: Collect enough money to fill up the combo bar and you get the message "MAXIMAM COMBO"
  • Exactly What It Says on the Tin: This game is about RPG parameters, and almost nothing else.
  • Experience Points: Written on the Experience Meter, in a fractional method: [Current Experience] / [Experience to Next Level]
  • Glass Cannon: Some of the enemy rectangles have deceptively low health, but their defense is good and their attack is painful.
  • Gotta Catch Them All: The "NEKOGAMES" letters, except for the "S", which Randomly Drops while you complete missions or defeat enemies.
  • Health/Damage Asymmetry: You have about 100 health or so, and cannot increase it through normal means. The enemies at the beginning only have 30-40 hit points, but later on they will start getting above 300. Fortunately, your attack damage is most probably going to be higher than theirs if you've been level grinding a lot.
  • Hit Points: Displayed in the Life Meter in a fractional method: [Current Life] / [Maximum Possible Life]
  • Interchangeable Antimatter Keys: Enemies can drop keys upon being defeated. Each key can only be used once, but as long as its color matches the lock's (silver or gold), it'll work.
  • Level-Up Fill-Up: When you level up, your Hit Points are refilled.
  • Life Meter: The yellow bar at the top of the screen, decreases from right to left.
  • One-Word Title: "Parameters". A game about RPG Parameters.
  • Point Build System: When your Character Level increases, a number of points can be allocated to recovery, attack, or defense. But 1 point is also given when a mission is completed.
  • Regenerating Health: For both you and the enemies.
  • Stationary Enemy: The game has only one screen, where enemies are represented by different-sized, immobile, boxes.
  • Stone Wall: The Final Boss doesn't do that much damage if your defences are good, but he takes very little damage. And it regenerates health very quickly as its health gets lower.
  • Superboss: When you beat the Final Boss, the box at the bottom becomes a difficult boss. It has 9999 health and regenerates health very quickly. It doesn't net you anything at all when you beat it, not even a screen, or money, or EXP, or anything. Just ";p" and a copyright claim.
  • The Computer Is a Lying Bastard: Even as the log say that 0 damage is being dealt to an enemy, they actually get hit for 1, sometimes, for the Superboss, that is.
  • Turns Red: As the "final boss" loses health bars, his health regeneration gets a lot faster.

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