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* WrapAround: If one player doesn't have the "GO!" indicator, if they reach one end of the screen, they'll be teleported infront of the player who's in "control" of the screen. A ComeBackMechanic.

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* WrapAround: If one player doesn't have the "GO!" indicator, if they reach one end of the screen, they'll be teleported infront of the player who's in "control" of the screen. A ComeBackMechanic.ComeBackMechanic.
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Resorting this entry back into alphabetical order, as per the "ignore articles at the beginning of titles" rule in How To Alphabetize Things page.


* ArtEvolution: '''Massively''' between the first and second games! They don't even look like a series even though the game play is, at it's core, the same.

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* ArtEvolution: '''Massively''' between the first and second games! They don't even look like a series even though the game play is, at it's its core, the same.



* AWinnerIsYou: Finishing the single player game gets you [[spoiler:nothing except a brief "Game Complete" text over the normal end-of-stage screen, along with the time taken to finish.]]



* CombatPragmatism: Often times, the best method to gain ground is to jump over your opponent and run the other direction. If you absolutely have to engage (such as when you don't have right of way), you can use things like height differences, crumbling floors, scattered swords for repeated sword throws, wheat fields to conceal your stance, and so on to gain an advantage.

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* CombatPragmatism: Often times, the best method to gain significant ground is to jump over your opponent and run the other direction. If you absolutely have to engage (such as when you don't have right of way), you can use things like height differences, crumbling floors, scattered swords for repeated sword throws, wheat fields to conceal your stance, and so on to gain an advantage.



* DefiantToTheEnd: If you like, you can try [[DidYouJustFlipOffCthulhu throwing your sword at Nidhogg]] or try to fake him/her/it out by jumping and dive kicking, maybe even both... [[NoSell it never works though...]]

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* DefiantToTheEnd: If you like, you can try [[DidYouJustFlipOffCthulhu throwing your sword at Nidhogg]] or try to fake him/her/it out by jumping and dive kicking, maybe even both... [[NoSell it never works though...though.]]



* PyrrhicVictory: [[spoiler:You win by getting to other end of the arena and get eaten by the Nidhogg.]]

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* PyrrhicVictory: [[spoiler:You You win by getting to other end of the arena and get eaten by the Nidhogg.]]



* ThrowingYourSwordAlwaysWorks: You can do this as a surprise attack. [[HoistByHisOwnPetard As long as the enemy doesn't parry it, which launches the thing straight back at you.]]
* VideoGameCrueltyPotential: When stabbing a player with the sword/rapier, it's possible to get them stuck on it. You can keep them stuck on it by constantly moving the sword back and forth. They'll first die once you let go of them.

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* ThrowingYourSwordAlwaysWorks: You can do this as a surprise attack. [[HoistByHisOwnPetard As long as the enemy doesn't parry it, which launches the thing straight back at you.]]
you]], or jumps over it and leaving you without a weapon.
* VideoGameCrueltyPotential: When stabbing a player with the sword/rapier, it's possible to get them stuck on it. You can keep them stuck on it by constantly moving the sword back and forth. They'll first finally die once you let go of them.


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* AWinnerIsYou: Finishing the single player game gets you [[spoiler:nothing except a brief "Game Complete" text over the normal end-of-stage screen, along with the time taken to finish.]]
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no spoiler tags above the examples line


'''''Nidhogg''''' is a 2014 fencing action multiplayer game, created by indie developer Messhof, with music from Daedelus.

The game takes the player(s) into several arenas that they have to clear, using an interesting "tug-of-war" and fencing mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, [[spoiler:where the winner is eaten by the titular Nidhogg.]]

to:

'''''Nidhogg''''' ''Nidhogg'' is a 2014 fencing action multiplayer game, created by indie developer Messhof, with music from Daedelus.

The game takes the player(s) into several arenas that they have to clear, using an interesting "tug-of-war" and fencing mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, [[spoiler:where the winner is eaten by the titular Nidhogg.]]
arena.
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The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with [[http://store.steampowered.com/app/535520/Nidhogg_2/ a sequel]] released on August 15 2017, with ''different'' graphics and a selection of alternate weapons (dagger, claymore, bow and arrow, and the initial rapier), each with their own behavior.

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The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], Steam,]] with [[http://store.steampowered.com/app/535520/Nidhogg_2/ a sequel]] released on August 15 2017, with ''different'' graphics and a selection of alternate weapons (dagger, claymore, bow and arrow, and the initial rapier), each with their own behavior.
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* ArtEvolution: '''Massively''' between the first and second games! They don't even look like a series even though the game play is, at i's core, the same.

to:

* ArtEvolution: '''Massively''' between the first and second games! They don't even look like a series even though the game play is, at i's it's core, the same.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArtEvolution: '''Massively''' between the first and second games! They don't even look like a series even though the game play is, at i's core, the same.

Changed: 56

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The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with a sequel released on August 15 2017, with ''different'' graphics and a selection of alternate weapons (dagger, claymore, bow and arrow, and the initial rapier), each with their own behavior.

to:

The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with [[http://store.steampowered.com/app/535520/Nidhogg_2/ a sequel sequel]] released on August 15 2017, with ''different'' graphics and a selection of alternate weapons (dagger, claymore, bow and arrow, and the initial rapier), each with their own behavior.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/nidhogg.jpg]]
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The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with a sequel released on August 15 2017.

to:

The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with a sequel released on August 15 2017.2017, with ''different'' graphics and a selection of alternate weapons (dagger, claymore, bow and arrow, and the initial rapier), each with their own behavior.
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The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with a sequel planned for 2017.

to:

The game is currently out on [[http://store.steampowered.com/app/94400 Steam]], with a sequel planned for released on August 15 2017.
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** [[spoiler:If you win a tournament, the victory screen features your character ''burned at the stake''!]]
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Nidhogg is a fencing/indie/action multiplayer game, created by Messhof, with music from Daedelus.

The game takes the player/players into several arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, [[spoiler:where the winner is eaten by the titular Nidhogg.]]

The game is released on Steam.

to:

Nidhogg '''''Nidhogg''''' is a fencing/indie/action 2014 fencing action multiplayer game, created by indie developer Messhof, with music from Daedelus.

The game takes the player/players player(s) into several arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, fencing mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, [[spoiler:where the winner is eaten by the titular Nidhogg.]]

The game is released currently out on Steam.
[[http://store.steampowered.com/app/94400 Steam]], with a sequel planned for 2017.
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* CombatPragmatism: Often times the best method to gain ground is to jump over your opponent and run the other direction. If you absolutely have to engage (such as when you don't have right of way), you can use things like height differences, crumbling floors, scattered swords for repeated sword throws, wheat fields to conceal your stance, and so on to gain an advantage.

to:

* CombatPragmatism: Often times times, the best method to gain ground is to jump over your opponent and run the other direction. If you absolutely have to engage (such as when you don't have right of way), you can use things like height differences, crumbling floors, scattered swords for repeated sword throws, wheat fields to conceal your stance, and so on to gain an advantage.
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None

Added DiffLines:

* DivingKick: jump-kicking with or without a sword is a high-risk, high-reward move that disarms the opponent if pulled off successfully.
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* AWinnerIsYou: Finishing the single player game gets you nothing except a brief "Game Complete" text over the normal end-of-stage screen, along with the time taken to finish.

to:

* AWinnerIsYou: Finishing the single player game gets you nothing [[spoiler:nothing except a brief "Game Complete" text over the normal end-of-stage screen, along with the time taken to finish.]]
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Myth/ is a work namespace, and works cannot be used as tropes.


* NorseMythology: The game is rather loosely based on the Nidhogg [[spoiler:who only appears by the end of an arena]].

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The game takes the player/players into several arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, where the winner is eaten by the titular Nidhogg.

to:

The game takes the player/players into several arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, every time you win, you do so by reaching the end of your enemy's side of the arena, where [[spoiler:where the winner is eaten by the titular Nidhogg.
Nidhogg.]]



* BeatStillMyHeart: It's possible for a player to finish off a downed opponent with one of these, with or without their sword.



* HoistByHisOwnPetard: Parrying a thrown sword, reflects it back at your foe, instantly killing them.

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* HoistByHisOwnPetard: Parrying a thrown sword, sword reflects it back at your foe, instantly killing them.



* NeckSnap: It's possible for a player to finish off a downed opponent with one of these, with or without their sword. The snapper has to be positioned just right for it to work, though.
** According to the tutorial, it's actually ''[[BeatStillMyHeart ripping your opponent's heart out of his chest.]]''

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Removed incorrect use of trope, and fixed a typo.


* TechDemoGame: The creator, Messhof, would show this game off at indie game expo's, prior to its release.



* WhenAllElseFailsGoRight: For the yellow player; for the orange player, it'll be Go Left. This game actually substitutes this trope for it's version of health; the amount of territory covered is the indicator of victory. Get pushed all the way back to the left (or right, as the case may be) and you lose.

to:

* WhenAllElseFailsGoRight: For the yellow player; for the orange player, it'll be Go Left. This game actually substitutes this trope for it's its version of health; the amount of territory covered is the indicator of victory. Get pushed all the way back to the left (or right, as the case may be) and you lose.
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* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn in front of the player with your sword drawn.

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* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn in front of the player with your sword drawn. Fleeing off-screen is a valid tactic - if your opponent is behind you and running away, it's very difficult to catch up with them. Respawning in front gives you another chance to stop them.
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* WhenAllElseFailsGoRight: This game's version of health, the amount of territory covered. Get pushed all the way back to the left (or right, as the case may be) and you lose.

to:

* WhenAllElseFailsGoRight: For the yellow player; for the orange player, it'll be Go Left. This game's game actually substitutes this trope for it's version of health, health; the amount of territory covered.covered is the indicator of victory. Get pushed all the way back to the left (or right, as the case may be) and you lose.
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This trope is only supposed to apply to katanas.


* [[KatanasAreJustBetter Swords Are Just Better]]
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* VideoGameCrueltyPotential: When stabbing a player with the sword/rapier, it's possible to get them stuck on it. You can keep them stuck on it by constantly moving the sword back and forth. They'll first die once you let go of them.
Is there an issue? Send a MessageReason:
None


The game takes the player/players into serveral arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, everytime you win, you do so by reaching the end of your enemy's side of the arena, where the winner is eaten by the titular Nidhogg.

to:

The game takes the player/players into serveral several arenas that they have to clear, using an interesting "tug-of-war" and fencing-mechanic, forcing the player to try and outsmart their foe, killing them to be allowed to progress. Also, everytime every time you win, you do so by reaching the end of your enemy's side of the arena, where the winner is eaten by the titular Nidhogg.
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None

Added DiffLines:

* NoPlotNoProblem: Other than fighting to be a sacrifice, there isn't much plot.


Added DiffLines:

* WhenAllElseFailsGoRight: This game's version of health, the amount of territory covered. Get pushed all the way back to the left (or right, as the case may be) and you lose.
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None

Added DiffLines:

* SuperWindowJump: One stage has windows in the upper levels that can be broken through, sometimes accompanied with a dive kick as a flourish.
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* HighPressureBlood: Every death spews out a ridiculous amount of blood which stains the immediate area, colored to match the color of the fencer. Gets a little ridiculous for the rainbow flashing characters, who spew out streams of every color every time they die. Not immediately disengaging after stabbing your opponent keeps the corpse impaled on the sword and [[Squick gushing more blood.]]

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* HighPressureBlood: Every death spews out a ridiculous amount of blood which stains the immediate area, colored to match the color of the fencer. Gets a little ridiculous for the rainbow flashing characters, who spew out streams of every color every time they die. Not immediately disengaging after stabbing your opponent keeps the corpse impaled on the sword and [[Squick and gushing more blood.]]

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