Steambot Chronicles/YMMV


 * Crowning Music of Awesome: Connie sings several fully voiced ballads which are quite lovely, regardless of the actual lyrics.
 * Esoteric Happy Ending: The good ending has the villain and his right hand killed and his plot to destroy society thwarted by the protagonist's actions. The bad ending has the protagonist take over the villain's plot and successfully execute it himself. The former is by far the more depressing of the two.
 * Game Breaker:
 * There's a trick, about halfway through the game when you get to Happy Garland, where you can bet on one particular arena matchup and use some basic luck manipulation to win every time, raking in obscene amounts of money for your trouble. The game becomes much easier when you can afford to buy multiple copies of everything in the game.
 * The wall bounce glitch, which involves hoisting an enemy over your head, then tossing them against a wall and standing between them and the ground, essentially juggling them off your head and KOing them in a matter of seconds. This is actually quite useful if you don't want to try and spend time on earning powerful parts and developing strategy.
 * Narm/Narm Charm: Some players believe the songs fall under one or the other. The main point of contention seems to be the lyrics, with certain verses sounding either cheesy or awkward in grammatical structure as if the lyricist was not a native English speaker. A rumor amongst the fan base is that Fennel's song in particular attempted to invoke this.
 * Player Punch: Quite a few, actually. There's the artist Pablo, and in the hero ending when . The second case is made even more sad as it seemingly leaves in a depression so severe that he's found living under a bridge in the year after mode.
 * So Bad Its Good: There's the camp that believe that the songs fall under this.
 * They Wasted a Perfectly Good Plot: Quite a few, actually.
 * The entire game could have been a deconstruction of the amnesiatic hero cliche, and the game already did in some ways by allowing players to choose Vanilla's history at one point, not to mention avoiding having him be a powerful warrior all along.
 * The two worst offenders would have to be the leadership roles of the Killer Elephants and the . If you assume command of the KE, that's it. No raid missions, no optional tag-along bodyguards, not even a resolution to the former leader's desire to travel to the moon! And the latter is even worse as.
 * The romance angle also suffers in some way. While it is possible to play the game and have Vanilla essentially be in love with Connie (and hints of her feeling the same), the game never allows you to take it any further than the two simply sticking together in the year after mode. Come on, where's the romantic embrace and kiss?