Follow TV Tropes

Following

YMMV / Fashion Police Squad

Go To

  • Demonic Spiders:
    • Flamers can take a good bit of damage from the Wet'Ones, their weakness weapon if it's unscoped, and the scoped mode requires building pressure via usage of the unscoped mode otherwise it fires slowly. Meanwhile, they'll be shooting waves of fire that must either be jumped, crouched, or blocked via terrain, and they can place flames on the ground (including under you) as hazards that require the Wet Ones to extinguish.
    • DJ 2-Louds have a good bit of health and an attack with a long charge time that, if not interrupted with a belt whip will deal huge amounts of damage no matter where you are. More dangerously their very presence buffs other enemies' defense making them take much less damage than usual until the DJ is taken care of, and they're always encountered with other foes. This often forces you to jump right to her, stun her, and take her out with the Wet'Ones, all while the other enemies wail on you.
  • Goddamned Bats: While there are several fashion crimes, a few stand out as more annoying to solve than others:
    • Neon Brahs move very quickly and their initial weakness weapon in the 2DYE4's color drain mode requires you to get a bead on them. This takes around 2 seconds of focus to defeat one, and when they appear in pairs or groups, it becomes much more annoying to avoid their tackles while trying to focus down one.
    • Loose Suits generally aren't too difficult to beat but they become this whenever they're placed on high outcroppings, where they can rain their Splash Damage briefcases on you from above while other fashion criminals attack you on the ground.
    • Karens cover large areas with their Pepper Spray that lingers for a bit of time, causing affected areas to deal continuous damage over time. Not too dangerous when fought in open spaces, but very irritating in closed spaces, which many later levels contain.
    • Tourists have a camera flash attack that's pretty much unavoidable if you can see them and the Sock Gnomes weapon made to deal with them is rather clunky to use. Thankfully, a Sock Gnome will render them incapable of attacking, and you only need to throw two to beat them.
    • Tiny Suits can only be damaged by the Tailormade after they've been bound by the Tailormade's Fabric Grenades, and are immune to everything else (including the Tailormade if they're not bound up) except Fab Slaps and the W.A.R.drobe Launcher. The issue is that the Fabric Grenades take a bit of time to detonate, and Tiny Suits move around extremely quickly and erratically, making it hard to catch them, all while they place bombs with a huge splash radius. Once caught in fabric, you only have a rather limited time to use the primary fire to whittle their health down before they break out.
    • Gimp Suits are the final basic enemies introduced and they can chain you up, making you immobile while dealing damage to you, plus their weakness is the awkward-to-use Tailormade Fabric Grenades. Furthermore, attempting to use the belt on any other enemy will cause the Gimp Suit to teleport in front, take the blow instead, and heal from it.
  • Narm Charm: The premise of the game is that you play a cop that runs around fixing people's fashion crimes. It's ridiculous, but the game pulls it off with such a sense of confidence and charm that it's easy to just go along for the ride and enjoy how ridiculous it is. As Yahtzee Croshaw puts it:
    "If the pace lets up for just a single moment to give us a chance to think, we'd probably feel embarrassed by how stupid it all is, but it never does."
  • That One Sidequest: Challenge 1 "Tiny Socks with Tiny Sandals" is filled with both Tourists and Tiny Suits. The Tiny Suits especially are a huge problem in big numbers, as the unbound ones will often stand in front of the bound ones, blocking all damage.

Top