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** Kritts, a post-game faction, are a blend of all three, possessing great physical attributes, a degree of magic and many contraptions and cannons. The final boss against them pits you off against King Dreadfur, a burly bruiser with technological enhancements, and his wife Queen Brella, a Necromancer with powerful mystical abilities. Their mini boss Titanycht also happens to be all three, being a standard bruiser in his first appearance, gaining the ability to summon a MiniMecha ally in his second, and adding the power to turn into a cloud of darkness in his third.

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** Kritts, a post-game faction, are a blend of all three, possessing great physical attributes, a degree of magic and many contraptions and cannons. The final boss against them pits you off against King Dreadfur, a burly bruiser with technological enhancements, and his wife Queen Brella, a Necromancer with powerful mystical abilities. Their mini boss Titanycht also happens to be all three, being a standard bruiser with cybernetic arm cannons in his first appearance, gaining gains the ability to summon a MiniMecha ally in his second, and adding adds the power to turn into a devouring cloud of darkness in his third.
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** Kritts, a post-game faction, are a blend of all three, possessing great physical attributes, a degree of magic and many contraptions and cannons.

to:

** Kritts, a post-game faction, are a blend of all three, possessing great physical attributes, a degree of magic and many contraptions and cannons. The final boss against them pits you off against King Dreadfur, a burly bruiser with technological enhancements, and his wife Queen Brella, a Necromancer with powerful mystical abilities. Their mini boss Titanycht also happens to be all three, being a standard bruiser in his first appearance, gaining the ability to summon a MiniMecha ally in his second, and adding the power to turn into a cloud of darkness in his third.
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!!Tropes In ''Junkworld'' Include:

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* HumongousMecha: [[spoiler: As his forces are slowly defeated in the final battle, Hadron has enough of the rebels and unleashes his Trump card: a gigantic flying mecha with laser cannons, teleportation powers and MookMaker capabilities. It doesn't save him when his overconfidence and the mecha being an ArmoredCoffin result in it being destroyed and blown up with him inside, ending his reign for good. ]]
* InstantMilitia: Another common Tactic is summoning a special unit on the battlefield. It's function depends on the Tactic, from long range fighter to CombatMedic.
* KillerRobot: The Order has multiple killer machines, from robotic spiders to inquisitors, all set to kill anyone on their path.
* LightIsNotGood: In contrast to Order's DarkIsEvil, Psi Constructs and their overlord Mad Esper have blue glow to them to accentuate their psychic nature. They're definitely against Scavengers and don't have any good intentions for the world either.
* MadScientist: A couple of examples are present on your and enemy side. Yours has Mad Scientist and Plague Clinic towers, former a madman with a shocking device while other is a MadDoctor who can resurrect fallen foes as black zombies. Enemy side has Order Scientists that can heal their allies and are implied to be behind many experiments and labs found in the Swamps that brought forth many mutants found in the area.

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* HumongousMecha: *HostileWeather: Wastelands are ravaged by tornadoes that can move and damage every unit. Swamps have acid rains as common occurrences, creating deadly puddles of damaging acid.
*HumongousMecha:
[[spoiler: As his forces are slowly defeated in the final battle, Hadron has enough of the rebels and unleashes his Trump card: a gigantic flying mecha with laser cannons, teleportation powers and MookMaker capabilities. It doesn't save him when his overconfidence and the mecha being an ArmoredCoffin result in it being destroyed and blown up with him inside, ending his reign for good. ]]
* InstantMilitia: *InstantMilitia: Another common Tactic is summoning a special unit on the battlefield. It's function depends on the Tactic, from long range fighter to CombatMedic.
* KillerRobot: *KillerRobot: The Order has multiple killer machines, from robotic spiders to inquisitors, all set to kill anyone on their path.
* LightIsNotGood: *LightIsNotGood: In contrast to Order's DarkIsEvil, Psi Constructs and their overlord Mad Esper have blue glow to them to accentuate their psychic nature. They're definitely against Scavengers and don't have any good intentions for the world either.
* MadScientist: *MadScientist: A couple of examples are present on your and enemy side. Yours has Mad Scientist and Plague Clinic towers, former a madman with a shocking device while other is a MadDoctor who can resurrect fallen foes as black zombies. Enemy side has Order Scientists that can heal their allies and are implied to be behind many experiments and labs found in the Swamps that brought forth many mutants found in the area.


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*TeleportersAndTransporters: Two kinds exist in the game. First is anomalies in Psychopolis that appear on every level and can teleport both allies and foes forwards and backwards on the path. Second is actual teleporters that appear in Order Base. These allow teleportation exclusively for Order units as an extra vector of attack.
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* ScavengerWorld: The world of Junkworld is this to a T, with survivors trying to make do with the remnants they can find. Surprisingly, a lot of things ere preserved very well not only to survive, but create a long of defense constructions.

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* ScavengerWorld: The world of Junkworld is this to a T, with survivors trying to make do with the remnants they can find. Surprisingly, a lot of things ere were preserved very well well, enough for Scavengers not only to survive, but also create a long lot of defense constructions.
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*BigBadDuumvirate: Monarchs of the Night, a villainous couple responsible for conquest of Kritts and Nychts.
*BlobMonster: Waste Disposer creates these out of radioactive waste to fight foes. They're even called Blobs.


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*RuleOfCool: This game practically ''runs'' on this trope, arguably even more so than its sister series. A lot of things you see shouldn't be possible. But when has it ''not'' been cool fighting nuclear monsters and animated junk with post-apocalyptuc mortars, electric devices, plague zombies and robochickens?
*ScavengerWorld: The world of Junkworld is this to a T, with survivors trying to make do with the remnants they can find. Surprisingly, a lot of things ere preserved very well not only to survive, but create a long of defense constructions.
*SceneryGorn: In contrast to ''VideoGame/KingdomRush'', which was more of SceneryPorn, the universe of Kingdom Rush is bleaker, with wastelands, ravaged cities, harsh mountains, swamps and caves. But it's still and Ironhide game, so the environments are varied, with tons of details and easter eggs, and thanks to the iconic style of the studio, are ''spectacular'' to look at.
*SchizoTech: When you have to defend yourself with stuff you can cobble up, expect this to happen. Scavenger defenses vary from a flamethrower made from gas pump to cyborg chickens and sawblade launchers.
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*UndergroundLevel: More like the entire Underground Episode, but post-game world... Underground is this. It's a vast system of caves and tunnels inhabited by Kritts, RatMen and Nychts, BatPeople, who seek to kill Scavengers for intruding and eventually take over the surface world.

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*AirborneMook: Each faction has one. Those fly above the ground and often compensate their relatively low health by not being targeted by Artillery and possessing some ability to make them even more dangerous.



*AntiStructure: Quite a few of foes and bosses possess an ability to stop your towers from functioning:
**Backbreaker can clap his fists to encase towers in rock.
**Brutalizer directs all attacks on himself to stop your towers from attacking more fragile foes.
**Flying Sentinel sacrifices himself to wrap the tower in electrifying tentacles.
**[[spoiler: Hadron strikes your towers with electricity, which can prevent them from functioning if not tapped. ]]



**Underground has Monarchs Of The Night, a couple of Dreadfur, King of Kritts, and Brella, Queen of Nychts, who seek to conquer the surface world with their army.



*GatlingGood: Chain Gunner, the very first tower, can be upgraded so that the Scavenger controlling it shoots using a golden minigun instead of double uzis.



*HeroUnit: There are eleven heroes in the game, strong units that fight foes on the path and possess unique abilities that put them above Tactics and Defender units.



* KillerRobot: The Order has multiple killer machines, from robotic spiders to inquisitors, all set to kill anyone on their path.

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* KillerRobot: *InstantMilitia: Another common Tactic is summoning a special unit on the battlefield. It's function depends on the Tactic, from long range fighter to CombatMedic.
*KillerRobot:
The Order has multiple killer machines, from robotic spiders to inquisitors, all set to kill anyone on their path.path.
*LightIsNotGood: In contrast to Order's DarkIsEvil, Psi Constructs and their overlord Mad Esper have blue glow to them to accentuate their psychic nature. They're definitely against Scavengers and don't have any good intentions for the world either.


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*MookMaker: Order Scouts call in the backup in form of Order Juggernauts the second they spot any Scavenger.
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* CerebusCyndrome: Even though the game doesn't exactly start light, being set in a nuclear wasteland ravaged by nuclear war, thing slowly get dark as the game progresses, [[spoiler: with reveals of many inhuman experiments, genuinely scary foes, greater prominence of NazisByAnyOtherName and dark reveal about their nature. ]]

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* CerebusCyndrome: CerebusSyndrome: Even though the game doesn't exactly start light, being set in a nuclear wasteland ravaged by nuclear war, thing slowly get dark as the game progresses, [[spoiler: with reveals of many inhuman experiments, genuinely scary foes, greater prominence of NazisByAnyOtherName and dark reveal about their nature. ]]

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