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* ArtificialStupidity: The computer-controlled fencers seem to have lots of trouble with stage hazards such as gaps, conveyors, and collapsing floors. They rarely change tactics after you've caught on to the best way to consistently counter their moves.
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* TacticalRockPaperScissors: While not set in stone, every almost every move and stance has a hard counter.

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* TacticalRockPaperScissors: While not set in stone, every almost every move and stance has a hard counter.
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* TacticalRockPaperScissors: While not set in stone, every almost every move and stance has a hard counter.
** Low stance defends against rolls for sweep kicks and seems to have the fastest (and therefore safest) attack animation, but loses against sword throws and dive kicks. Safest way to finish an unarmed opponent if there is no space to jump.
** Mid stance is good for general defense, giving you enough time to switch to the other stances as need be, but does not defend perfectly against all moves. May have the longest attack range. Usually defends against sword throws.
** High stance usually makes any dive kick attempt instant death, while sword throws almost never get through. Great for whenever the opponent must jump a gap or drop from higher ground, but leaves plenty of space for a roll in and sweep. Any attack from high stance could simply be ducked.

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* BottomlessPits: All stages have some that you can use to your advantage if you don't have the right of way. Some have accompanying hazards such as conveyor belts and crumbling floors. Occasionally both fighters fall in at the same time, which leads to a somewhat awkward pause in the fight as both wait to respawn, and also eliminates right of way forcing a fight to gain initiative just like in the beginning of the battle.



* ColorCodedCharacters: Each character has their own color, even in Singleplayer, sometimes corresponding to their attack styles. A certain shade of orange aggressively approaches in low stance, a certain shade of blue keeps the distance in hopes of a reckless attack for a disarm, flashing rainbow characters seem to switch tactics occasionally. The player in Singleplayer will always be yellow.

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* ColorCodedCharacters: Each character has their own color, even in Singleplayer, sometimes corresponding to their attack styles. A certain shade of orange aggressively approaches in low stance, a certain shade of blue keeps the distance in hopes of a reckless attack for a disarm, flashing rainbow characters seem to switch tactics occasionally. Their color also matches the color of blood they leave. The player in Singleplayer will always be yellow.


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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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* OneHitPointWonder: Your fencer can take any number of punches and kicks (though they can knock you down for a finishing move), but the slightest touch with the wrong end of a rapier kills, even glancing touches on the hand or arm.
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* InterfaceScrew: The middle section of the battlefield in the clouds has a extremely distracting background, often using the same color as your sword. Disarms and blocking a thrown sword causes the whole screen to flash white.

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* InterfaceScrew: The middle section of the battlefield in the clouds has a an extremely distracting background, often using the same color as your sword. Disarms and blocking a thrown sword causes the whole screen to flash white.
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* EyeScream: Implied when stabbing from high stance. The sword goes directly through the head section of the fencer.

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* EyeScream: Implied when stabbing from high stance. The sword goes directly through the head section of the fencer.fencer... and you can keep it there if you don't move.
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* EyeScream: Implied when stabbing from high stance. The sword goes directly through the head section of the fencer.
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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...]]

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* ColorCodedCharacters: Each character has their own color, even in Singleplayer. The player in Singleplayer will always be yellow.

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* ColorCodedCharacters: Each character has their own color, even in Singleplayer. Singleplayer, sometimes corresponding to their attack styles. A certain shade of orange aggressively approaches in low stance, a certain shade of blue keeps the distance in hopes of a reckless attack for a disarm, flashing rainbow characters seem to switch tactics occasionally. The player in Singleplayer will always be yellow.yellow.
* ConfusionFu: Occasionally what you have to resort to, especially against a human opponent. Doing things like short hops, dive kicks in the wrong direction, rolling randomly in both directions, sudden approaches and retreats, all meant to make your opponent react in certain ways you can take advantage of.
* 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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* InterfaceScrew: The middle section of the battlefield in the clouds has a extremely distracting background, often using the same color as your sword. Disarms and blocking a thrown sword causes the whole screen to flash white.
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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.

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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.screen, along with the time taken to finish.
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* Flynning: Distinctly averted for a fighting game primarily done with rapiers. The fencing is done very much without excessive movement or flourish unless meant for a mindgame, and while clashing swords are common, they are more light touches unless it's a complete disarm.

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* Flynning: {{Flynning}}: Distinctly averted for a fighting game primarily done with rapiers. The fencing is done very much without excessive movement or flourish unless meant for a mindgame, and while clashing swords are common, they are more light touches unless it's a complete disarm.
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** According to the tutorial, it's actually ''[[BeatStillMyHeart ripping your opponent's heart out of his chest.]]

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** According to the tutorial, it's actually ''[[BeatStillMyHeart ripping your opponent's heart out of his chest.]] ]]''

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* Flynning: Distinctly averted for a fighting game primarily done with rapiers. The fencing is done very much without excessive movement or flourish unless meant for a mindgame, and while clashing swords are common, they are more light touches unless it's a complete disarm.



* 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.

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* 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. though.
** According to the tutorial, it's actually ''[[BeatStillMyHeart ripping your opponent's heart out of his chest.]]
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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.
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Spoiler tags above the example line is against the site\'s spoiler policy.


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 [[spoiler:and then get eaten by the Nidhogg]].

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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 [[spoiler:and then get arena, where the winner is eaten by the Nidhogg]].
titular Nidhogg.

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* BeatThemAtTheirOwnGame: Playing Singleplayer mode pitches you against serveral AI enemies, each with their unique traits and attack patterns. Using their signature attacks against them can turn the tide of battle.

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* BeatThemAtTheirOwnGame: Playing Singleplayer mode pitches you against serveral several AI enemies, each with their unique traits and attack patterns. Using their signature attacks against them can turn the tide of battle.



* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn infront of the player with your sword drawn.
* DeathIsASlapOnTheWrist: Played with: Dying respawns you rather quick, but due to the game having a fast-paced nature, dying can result in the enemy moving through a screen. Since an arena is generally built with about 5-7 total screens, starting in the middle, this can easily mean that you'll lose if you die to many times. You do respawn rather fast, but it gets longer the more "death-streaks" you have. But the same applies to your enemy.

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* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn infront in front of the player with your sword drawn.
* DeathIsASlapOnTheWrist: Played with: Dying respawns you rather quick, but due to the game having a fast-paced nature, dying can result in the enemy moving through a screen. Since an arena is generally built with about 5-7 total screens, starting in the middle, this can easily mean that you'll lose if you die to too many times. You do respawn rather fast, but it gets longer the more "death-streaks" you have. But the same applies to your enemy.



* 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.



* 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 PyrrhicVictory: [[spoiler:You win by getting to other end of the arena and get eaten by the Nidhogg.]]
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Changed a few lines, changed rapier to sword, and just so my previous edit doesn\'t seem unreasonable: The previous edit I did removed a line that was already on the page.


* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn infront of the player with your rapier/sword drawn.

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* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn infront of the player with your rapier/sword sword drawn.



* [[KatanasAreJustBetter Rapiers Are Just Better]]

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* [[KatanasAreJustBetter Rapiers Swords Are Just Better]]



* [[ThrowingYourSwordAlwaysWorks Throwing Your Rapier Always Works]]: 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.]]

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* [[ThrowingYourSwordAlwaysWorks Throwing Your Rapier Always Works]]: 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.]]

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



* [[ThrowingYourSwordAlwaysWorks Throwing Your Rapier Sorta Works]]: It varies. You can throw it and as long as your foe doesn't parry it, and they can't dodge it, it'll kill 'em. On the other hand, if they parry it, they'll parry it right back into your face, instead.
* 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.
* ThrowingYourSwordAlwaysWorks: You can do this as a surprise long range attack.

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* [[ThrowingYourSwordAlwaysWorks Throwing Your Rapier Sorta Always Works]]: It varies. You can throw it and do this as a surprise attack. [[HoistByHisOwnPetard As long as your foe the enemy doesn't parry it, and they can't dodge it, it'll kill 'em. On which launches the other hand, if they parry it, they'll parry it right thing straight back into your face, instead.
at you.]]
* 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.
* ThrowingYourSwordAlwaysWorks: You can do this as a surprise long range attack.
ComeBackMechanic.
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* BeatThemAtTheirOwnGame: Playing Singleplayer mode pitches you against serveral AI enemies, each with their unique traits and attack patterns. Using their signature attacks against them can turn the tide of battle.


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* ColorCodedCharacters: Each character has their own color, even in Singleplayer. The player in Singleplayer will always be yellow.


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* [[KatanasAreJustBetter Rapiers Are Just Better]]


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* [[ThrowingYourSwordAlwaysWorks Throwing Your Rapier Sorta Works]]: It varies. You can throw it and as long as your foe doesn't parry it, and they can't dodge it, it'll kill 'em. On the other hand, if they parry it, they'll parry it right back into your face, instead.
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* ComeBackMechanic: Dying or falling behind, screen-wise, you will usually respawn infront of the player with your rapier/sword drawn.


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* EmergentGameplay: Although the game is presented with a 6 button/key scheme (4 of those being directional), the game has a lot of advanced player combat.


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* SideView: Something that is very evident of it being a 2D sword-fighting/fencing game.
* TechDemoGame: The creator, Messhof, would show this game off at indie game expo's, prior to its release.
* 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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Nidhogg is a fencing/indie/action game, created by Messhof, with music from Daedelus.

The game takes the player 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 [[spoiler:and then get eaten by the Nidhogg]].

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

The game takes the player 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 [[spoiler:and then get eaten by the Nidhogg]].
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* 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 win by getting to other end of the arena and get eaten by the Nidhogg.]]]]
* ThrowingYourSwordAlwaysWorks: You can do this as a surprise long range attack.
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* NorseMythology: The game is rather loosely based on the Nidhogg [[spoiler:only appearing by the end of an arena]].

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

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The game takes the player into serveral arenas that they have to clear, using an interesting "tug-fo-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 [[spoiler:and then get eaten by the Nidhogg]].

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The game takes the player into serveral arenas that they have to clear, using an interesting "tug-fo-war" "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 [[spoiler:and then get eaten by the Nidhogg]].



* CharacterTitle: The ''Nidhogg''.
* NorseMythology: The eponymous ''Nidhogg'' is named after this game.

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* CharacterTitle: The ''Nidhogg''.
eponymous Nidhogg appears in the game, although it doesn't seem to serve an actual point to the game [[spoiler:besides being the goal.]]
* DeathIsASlapOnTheWrist: Played with: Dying respawns you rather quick, but due to the game having a fast-paced nature, dying can result in the enemy moving through a screen. Since an arena is generally built with about 5-7 total screens, starting in the middle, this can easily mean that you'll lose if you die to many times. You do respawn rather fast, but it gets longer the more "death-streaks" you have. But the same applies to your enemy.
* NorseMythology: The eponymous ''Nidhogg'' game is named after this game.rather loosely based on the Nidhogg [[spoiler:only appearing by the end of an arena]].
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The game takes the player into serveral arenas that they have to clear, killing or fleeing from foes they encounter, using an interesting fencing-mechanic, forcing the player to try and outsmart your foe. Also, everytime you win, you do so by reaching the end of your enemy's side of the arena [[spoiler:by getting eaten by the Nidhogg]].

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The game takes the player into serveral arenas that they have to clear, killing or fleeing from foes they encounter, using an interesting "tug-fo-war" and fencing-mechanic, forcing the player to try and outsmart your foe. 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 [[spoiler:by getting [[spoiler:and then get eaten by the Nidhogg]].
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* NorseMythology: The eponymous ''Nidhogg'' is named after this game.
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* CharacterTitle: The ''Nidhogg''.

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The game takes the player into serveral arenas that they have to clear, killing or fleeing from foes they encounter, using an interesting fencing-mechanic. The game features the Nidhogg from Norse Mythology, but what purpose does it have in this world based on fighting for your life?

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The game takes the player into serveral arenas that they have to clear, killing or fleeing from foes they encounter, using an interesting fencing-mechanic. The game features fencing-mechanic, forcing the Nidhogg from Norse Mythology, but what purpose does it have in this world based on fighting for player to try and outsmart your life?
foe. Also, everytime you win, you do so by reaching the end of your enemy's side of the arena [[spoiler:by getting eaten by the Nidhogg]].



!!The game contains these examples:

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!!The game contains these examples:examples:
* PyrrhicVictory:[[spoiler:You win by getting to other end of the arena and get eaten by the Nidhogg.]]
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Nidhogg is a fencing/indie/action game, created by Messhof, with music from Daedelus.

The game takes the player into serveral arenas that they have to clear, killing or fleeing from foes they encounter, using an interesting fencing-mechanic. The game features the Nidhogg from Norse Mythology, but what purpose does it have in this world based on fighting for your life?

The game is released on Steam.

!!The game contains these examples:

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