Quirks
Video game concept
Any tags describing quirky behaviour or odd game elements.
Mostly these are intentionally there.
Some of these are game engine limitations and therefore not really bugs, though some can be considered bugs too, others are behaviour simply to aid the player in some manner.
Some of these are game engine limitations and therefore not really bugs, though some can be considered bugs too, others are behaviour simply to aid the player in some manner.
Child groups
Death traps | An avoidable series of events that have a 100% chance of death but do not specifically warn the player of the impending non-obvious trap. | 1981 / 2016 | 45 games | |
Dissolving corpses | The bodies of recently slain dissolve or otherwise rapidly disappear immediately or soon after death. | 1990 / 2019 | 152 games | |
Dissolving items | Dropped items, powerups or other objects of interest disappear after a short time. | 1989 / 2018 | 52 games | |
Endless game | There is no ending screen when you finish the last level. The game wraps to the first level a continues as if there was more to play. | 1979 / 2023 | 184 games | |
Endless opposition | A game mechanic where players face an unending stream of challenges, opponents, or obstacles. | 1980 / 2020 | 144 games | |
Flat space | Space, despite its lack of any limitations on movement and positioning, is depicted as a flat expanse of nothing. | 2000 / 2017 | 43 games | |
Forgetful enemies | Your enemies have a tendency to forget you ever were there. | 1998 / 2005 | 4 games | |
Hard | Extremely hard, requiring player to memorize levels, repeat the whole game over and over again (usually memorizing something new each time), throwing nigh impossible challenges at the player and so forth. | 1979 / 2024 | 124 games | |
Homing boulders | Projectiles that one would not ever expect to home on their target do so. | 1998 / 2023 | 53 games | |
Honorable foes | Enemies refuse to attack from behind, together in groups, or in some other dishoronorable manner. | 2003 / 2014 | 5 games | |
Inexplicable trajectories | Projectiles leave weapons at angles different than what the weapon itself would suggest. | 2008 / 2010 | 5 games | |
Intangible allies | Player character's allies are as intangible as thin air, allowing the player character to pass through them without effort. | 2000 / 2017 | 30 games | |
Intangible foes | Your enemies and other non-allied characters can be passed through as if they were air, or nearly enough. Does not relate to them being immune to being harmed by shots, punches, etc. | 2007 / 2016 | 8 games | |
Long | Exceptionally long and time consuming to play through compared to many others of the genre. | 1 game | ||
Magnetic shoulders | Characters sheathe their weapons to their backs or other places, but there's nothing there to hold those weapons in place. Often makes it seem like they have magnetic shoulder blades or similar. | 2001 / 2022 | 32 games | |
No Corpses | Any living thing killed in the game simply disappears at the moment of death. | 1989 / 2015 | 3 games | |
No jumping | Despite the genre/type being something that normally has jumping included, these [i]notably[/i] don't have it. | 1983 / 2021 | 112 games | |
Single level | There's only one level or equivalent to beat. | 1982 / 2015 | 7 games | |
Sliding walk | A technical quirk that causes creature walking, running, etc. appear to be sliding across the surface as if they were doing it on ice but with abnormal level of control. | 1999 / 2015 | 21 games | |
Slow projectiles | Projectiles move at unnaturally slow speed, allowing the player to dodge and/or deflect them with ease. | 1992 / 2016 | 22 games | |
Space friction | Spacecraft are required to be in constant acceleration to maintain speed. | 1987 / 2017 | 18 games | |
Tethered projectiles | Projectiles move with the one who shot them. The effect is similar to carrying a translucent pipe in front of you and shooting through it, turning/strafing causes any projectiles still in the pipe to move with you in relation. | 1995 / 1999 | 2 games | |
Touch activation | Buttons, levers, doors, etc. are activated or used upon being touched, bumped into, or such rather than actually having to press, turn, open them, or whatever else. | 1996 / 2013 | 19 games | |
Zero ground-level gravity | On ground level gravity has no effect, causing movement uphill and downhill to work at even pace. | 1993 / 2013 | 2 games | |
Zoned NPCs | NPCs are restricted to their personal zones from where they will never leave even if they had good reason to. Or behave like they're leashed to a spot and never go beyond certain distance from it. | 1993 / 2016 | 6 games |