History VideoGame / OrcsMustDie

15th May '18 4:29:20 PM Meenoru
Is there an issue? Send a Message


* BoringButPractical: The tar pit trap is one of the first trap types that the player unlocks. It does no damage, it cannot throw enemies, and its only role is to slow down invaders who walk across it. However, it doesn't have a recharge time, (ergo, its effect is persistent) and it causes hordes of foes who charge-in to bunch up when they reach it, so it serves as a force-multiplier for HerdHittingAttack spells and traps. As a result, it will be used in almost every level thereafter. It's also an excellent counter against those annoying premature-trap-triggering-Kobolds.

to:

* BoringButPractical: The tar pit Tar trap is one of the first trap types that the player unlocks. It does no damage, it cannot throw enemies, and its only role is to slow down invaders who walk across it. However, it doesn't have a recharge time, (ergo, its effect is persistent) and it causes hordes of foes who charge-in to bunch up when they reach it, so it serves as a force-multiplier for HerdHittingAttack spells and traps. As a result, it will be used in almost every level thereafter. It's also an excellent counter against those annoying premature-trap-triggering-Kobolds.premature-trap-triggering-Kobolds.
** Arrow Wall trap is far from flashy, but it still does a very good job at killing the horde when set in sufficient numbers.



* ConvectionSchmonvection: Lava pits are scattered throughout the levels.

to:

* ConvectionSchmonvection: Lava pits are scattered throughout the levels. As long as you don't take a dip in it you're fine.
15th May '18 4:26:14 PM Meenoru
Is there an issue? Send a Message


* AnAdventurerIsYou: Weavers allow the player to choose a specific style to complement their way of playing:
** Steel Weaver: Focuses heavily on traps and Guardian upgrades. Includes more damage for piercing traps, stronger physics traps that will affect even the heaviest enemy and faster trap recharge. Guardians can get health regeneration, Paladins can also get a stunning sword and Archers can get fire arrows.
** Elemental Weaver: Heavy focus on player abilities. Includes lower mana cost for primary attacks that uses mana, upgrades to all elemental attacks and upgrades to the Crossbow (fire arrows) and the Bladestaff (damage boost), and also maximum health upgrade.
** Knowledge Weaver: A mixed bag of boosts. Includes extra money making with player spell kills, mana recharge whenever trap kills enemies, raising dead orcs as minions, better accuracy for headshots with the crossbow and giving the rift a single-target lightning bolt attack.



** The Elemental Weaver. At first, the power-ups she gives you look great... then you remember this is a tower defense game, where traps are your main tools for both damage and crowd control, while the Elemental Weaver only makes the ''Apprentice'' stronger. Add to this the fact that, unlike the Steel Weaver and the Knowledge Weaver, the Elemental Weaver has no power-up that increases your money gain, and you will see why almost nobody recommends her over the other two in online forums.



-->'''Old Warmage''': "Now she's bound the numberless horde to her will and returns to teach the Order harsh lessons in humility and subservience. But she's in for a surprise: I'm reasonably sure my apprentice is unteachable."

to:

-->'''Old Warmage''': "Now she's bound the numberless horde to her will and returns to teach the Order harsh lessons in humility and subservience. But she's in for a surprise: I'm reasonably sure my apprentice is unteachable.''unteachable''."



* GlassCannon: The Apprentice himself is [[FragileSpeedster quite fast]] and able to dish out a lot of damage, but he can't really take it. That is, unless you get the "Adrenaline Rush" upgrade from the elemental weaver, [[LightningBruiser which doubles his health and gives him a speed boost from Bladestaff kills.]]
* GuideDangIt: Some of the levels have multiple doors, allowing foes the come from multiple directions at once. However, they tend to stagger their entrance, first breaking down one door, then another in a different round, then eventually coming through both at the same time. Rarely does one begin the level with the resources necessary to cover more than one approach, meaning that the player must know which doors disgorge TheHorde in what order. The player may have to resort to [[TrialAndErrorGameplay playing the first few rounds and then reverting]] just to figure what to cover when. [[TheVeryDefinitelyFinalDungeon The final level]] really [[ThatOneLevel takes the cake]] for this, with its [[DifficultySpike four sets of paired doors]].

to:

* GlassCannon: The Apprentice himself is [[FragileSpeedster quite fast]] and able to dish out a lot of damage, but he can't really take it. That is, unless Unless you get the "Adrenaline Rush" upgrade from the elemental weaver, Elemental Weaver, [[LightningBruiser which doubles his health and gives him a speed boost from Bladestaff kills.]]
* GuideDangIt: Some of the levels have multiple doors, allowing foes the come from multiple directions at once. However, they tend to stagger their entrance, first breaking down one door, then another in a different round, then eventually coming through both at the same time. Rarely does one begin the level with the resources necessary to cover more than one approach, meaning that once, if the player must know which doors disgorge TheHorde in what order. The player may have to resort to [[TrialAndErrorGameplay playing the first few rounds and then reverting]] just to figure what to cover when. [[TheVeryDefinitelyFinalDungeon The final level]] really [[ThatOneLevel takes the cake]] for this, doesn't pay attention they might get a rude awakening with its [[DifficultySpike four sets of paired doors]].another door opening.



* HarderThanHard: Nightmare. You don't even get the mercy of having time to prepare for the first wave, as soon as you close the spellbook a ''three second'' timer starts ticking before the horde attacks. Enemies are also more numerous and you also only get three seconds between each wave to sell traps (which you cannot do during combat phases) and no breaks until the map ends.



* MightyGlacier: The armored ogres are fairly slow and take a ton a punishment.

to:

* MightyGlacier: The armored ogres are fairly slow and take a ton a punishment. However upon setting sights on a player [[LightningBruiser they becomes enraged and scarily fast for something of their size]].



* MortonsFork: [[spoiler:Instead of facing a [[BolivianArmyEnding Bolivian Army Ending]] the Apprentice decides to close the rift, foiling the sorceress's plan but also [[TheMagicGoesAway robbing his world of magic]].]]
* NiceJobFixingItVillain: The Apprentice realizes he can win by closing all rifts permanently when

to:

* MortonsFork: [[spoiler:Instead of facing a [[BolivianArmyEnding Bolivian Army Ending]] the Apprentice decides to close the rift, foiling the sorceress's Sorceress's plan but also [[TheMagicGoesAway robbing his world of magic]].]]
* NiceJobFixingItVillain: The Apprentice realizes he can win by closing all rifts permanently when notices the Sorceress ''really'' panicking.



* PyrrhicVictory: What happens after The Apprentice defeats The Sorceress. [[spoiler:By sealing the rifts he also permanently seals off all the magic breaking the mind control spells The Sorceress was using to dominate the horde. However his world also loses all the magic resulting in famine and disease]].



* WeNeedADistraction: Orcs will stop to attack bomb barrels, Decoy traps and guardians. Paladins are especially good at this, tanking groups of Orcs while you hit them
with an AreaOfEffect attack. Kobolds will run right past them.

to:

* WeNeedADistraction: Orcs will stop to attack bomb barrels, Decoy traps and guardians. Paladins are especially good at this, tanking groups of Orcs while you hit them
them with an AreaOfEffect attack. Kobolds will run right past them.
11th May '18 6:11:00 PM ThraggLootrippa
Is there an issue? Send a Message


* NiceJobBreakingItHero: The Apprentice was forced to seal the rifts which reeked havoc on the environment. This game is all about him fixing the problem, again, [[IdiotHero in mostly ignorance.]] By the time of the events of ''Unchained'', things have gone in the opposite direction, as now there's ''multiple'' large rifts being opened to many worlds.

to:

* NiceJobBreakingItHero: The Apprentice was forced to seal the rifts which reeked wreaked havoc on the environment. This game is all about him fixing the problem, again, [[IdiotHero in mostly ignorance.]] By the time of the events of ''Unchained'', things have gone in the opposite direction, as now there's ''multiple'' large rifts being opened to many worlds.
10th May '18 5:38:54 PM Meenoru
Is there an issue? Send a Message


* MercyMode: Fail a normal (warmage) difficulty stage twice in a row and it will ask if you want to play it on easy (Apprentice) mode.

to:

* MercyMode: Fail a normal (warmage) (War Mage) difficulty stage twice in a row and it will ask if you want to play it on easy (Apprentice) mode.



* NiceJobFixingItVillain: The Apprentice realizes he can win by closing all rifts permanently when



* NoNameGiven: None of the characters are named.



* SpikeBallsOfDoom: The player can use them in the swinging mace trap, where they are positioned as a weighted pendulum swinging from a ceiling mount. They are arguably one of the highest damage output traps that the player can place, but are only effective if enemies can be kept underneath their arc for long enough for it to swing by, and it can only be placed in very limited areas. It is also the most expensive single trap in the game.

to:

* SpikeBallsOfDoom: The player can use them in the swinging mace trap, where they are positioned as a weighted pendulum swinging from a ceiling mount. They are arguably one of the highest damage output traps that the player can place, but are only effective if enemies can be kept underneath their arc for long enough for it to swing by, and it can only be placed in very limited areas. It is also the most expensive single trap in the game.



* TakeAThirdOption: The Apprentice can fight the Orcs until he dies or let them through the rift... [[spoiler:Or permanently close the rifts at cost of also permanently sealing all the magic in his world]].



* WeNeedADistraction: Orcs will stop to attack bomb barrels, Decoy traps and guardians. Paladins are especially good at this, tanking groups of Orcs while you hit them with an AreaOfEffect attack. Kobolds will run right past them.

to:

* WeNeedADistraction: Orcs will stop to attack bomb barrels, Decoy traps and guardians. Paladins are especially good at this, tanking groups of Orcs while you hit them them
with an AreaOfEffect attack. Kobolds will run right past them.



* CollapsingCeilingBoss: ''The players'' can become this with the Boulder Chute trap. A big net placed on the ceiling that drops a load of boulders on enemies below when the player shoots it. It has a long reset time, but is an effective HerdHittingAttack when timed well. Several are already placed in some levels during the first act (justified by taking place in a mine) and the player can eventually unlock them as a placeable trap.

to:

* CollapsingCeilingBoss: ''The players'' can become this with the Boulder Chute trap. A big net placed on the ceiling that drops a load of boulders on enemies below when the player shoots it. It has a long reset time, but is an effective HerdHittingAttack when timed well. Several are already placed in some levels during the first act (justified by taking place in a mine) and the player can eventually unlock them as a placeable trap.



* EmergencyWeapon: Though the dwarves primarily attack by [[ThrowDownTheBomblet throwing grenades]] at medium range, they have [[DropTheHammer a hammer]] that they can use to defend themselves in melee combat. However, lacking the paladins' damage mitigation and the elves' long range means that they are particularly vulnerable to ranged threats, such as crossbow orcs.

to:

* EmergencyWeapon: Though the dwarves Dwarf Guardians primarily attack by [[ThrowDownTheBomblet throwing grenades]] at medium range, they have [[DropTheHammer a hammer]] that they can use to defend themselves in melee combat. However, lacking the paladins' damage mitigation and the elves' long range means that they are particularly vulnerable to ranged threats, such as crossbow orcs.



* FusionDance: The Water Elementals from the ''Fire and Water'' [[DownloadableContent Booster Pack]] invert the game's usual treatment of elementals as {{Asteroids Monster}}s by having them enter the level as small waterlings. However, a killed waterling will leave behind a puddle of bubbling magical water, which will be absorbed by other nearby water elementals. This in turn causes them to grow to a larger and more powerful form which is much harder to defeat (though the largest form drops coins when they die.)

to:

* FusionDance: The Water Elementals from the ''Fire and Water'' [[DownloadableContent Booster Pack]] invert the game's usual treatment of elementals as {{Asteroids Monster}}s by having them enter the level as small waterlings. Waterlings. However, a killed waterling Waterling will leave behind a puddle of bubbling magical water, which will be absorbed by other nearby water elementals. Water Elementals. This in turn causes them to grow to a larger and more powerful form which is much harder to defeat (though the largest form drops coins when they die.)defeat.



** Emphasis on his lack of skill at anything-but-orc-killing. A LoadingScreen tip even says "TheApprentice was a lousy miner."

to:

** Emphasis on his lack of skill at anything-but-orc-killing. A LoadingScreen tip even says "TheApprentice "War Mage was not a lousy good miner."



* MsFanservice: The Sorceress. Both in outfits and attitude. Not even the [[IdiotHero Warmage]] can remain oblivious.
* {{Nerf}}: The [[SpikeBallsOfDoom Swinging Mace]] trap from the first game has been revamped a bit. Its damage appears to be lessened slightly, and is now subject to physics, knocking the enemies it does not kill outright in the direction of its swing (and often outside its own area of effect.) Understandable, considering that how powerful it was in the first game meant that it could create a near foolproof choke point, especially when multiple ones were used together.

to:

* MsFanservice: The Sorceress. Both in outfits and attitude. Not even the [[IdiotHero Warmage]] War Mage]] can remain oblivious.
* {{Nerf}}: The [[SpikeBallsOfDoom Swinging Mace]] trap from the first game has been revamped a bit. Its damage appears to be lessened slightly, and is now subject to physics, knocking the enemies it does not kill outright in the direction of its swing (and often outside its own area of effect.) Understandable, considering that how powerful it )
** The rift healing
was in considerably toned town to a much slower health regeneration and it no longer boosts mana regeneration either. Levels from Act 1 doesn't even feature any rifts to protect as you play from the first game meant that it could create a near foolproof choke point, especially when multiple ones were used together.War Mage's home world.



* NoNameGiven: None of the main characters receive any names yet. You have the War Mage, The Sorceress and The Master.



"....yes. I am!"

to:

"....yes. Yes. I am!"
29th Apr '18 12:58:11 AM Aquillion
Is there an issue? Send a Message


* StuckItems: The crossbow is always in the first spell slot.

to:

* StuckItems: The In the first game, the crossbow is always in the first spell slot.slot. Averted in the sequel where you can go without your default weapon if you want.
18th Nov '17 10:34:27 PM Nylsa
Is there an issue? Send a Message


* TurnsRed: the Yetis from ''Are We There Yeti?!'' Booster Pack. Once you bring them down to half their HP, they go berserk and start acting like gnoll hunters: running faster, leaping over barricades and trying to wreck your shit.

to:

* TurnsRed: the The Yetis from the ''Are We There Yeti?!'' Booster Pack. Once you bring them down to half their HP, they go berserk and start acting like gnoll hunters: running faster, leaping over barricades and trying to wreck your shit.
18th Nov '17 10:31:51 PM Nylsa
Is there an issue? Send a Message


* TheUnFought: [[spoiler:You never actually fight the sorceress; it is heavily implied in the ending she dies at the hands of the orcs after losing her magical control over them. In the opening of the sequel, she runs through a reopened rift, right into the Apprentice, and teams up with him to fight the orcs.]]

to:

* TheUnFought: [[spoiler:You never actually fight the sorceress; it is heavily implied in the ending she dies at the hands of the orcs after losing her magical control over them. In the opening of the sequel, she runs through a reopened rift, right into the Apprentice, and teams up with him to fight the orcs.]]orcs]].



* VillainousBreakdown: In the beginning the Sorceress is cold, condescending and doesn't take the Apprentice seriously. However when the Sorceress realizes that the Apprentice [[spoiler:means to seal the rifts]], she starts to '''really''' lose it. By the end of the last level she's almost mindlessly screaming at the Apprentice in vain hope so he doesn't do it.

to:

* VillainousBreakdown: In the beginning beginning, the Sorceress is cold, condescending and doesn't take the Apprentice seriously. However However, when the Sorceress realizes that the Apprentice [[spoiler:means to seal the rifts]], she starts to '''really''' lose it. By the end of the last level level, she's almost mindlessly screaming at the Apprentice in the vain hope so that he doesn't do go through with it.
18th Nov '17 10:29:21 PM Nylsa
Is there an issue? Send a Message


* FallenOnHardTimesJob: By closing the rifts the War Mage inadvertently put himself out of work, and has become a miner by the start of the second game.

to:

* FallenOnHardTimesJob: By closing the rifts rifts, the War Mage inadvertently put himself out of work, and [[spoiler:and has become a miner by the start of the second game.game]].
14th Aug '17 5:15:40 AM PlasmaTalon
Is there an issue? Send a Message

Added DiffLines:

* FallenOnHardTimesJob: By closing the rifts the War Mage inadvertently put himself out of work, and has become a miner by the start of the second game.


Added DiffLines:

* TheMagicGoesAway: The result of the War Mage closing the rifts at the end of the first game, since magic flows from the other side. This causes catastrophic damage as the world relies heavily upon magic, [[spoiler:leading the War Mage's teacher to reopen them.]]
6th Aug '17 3:39:46 PM Zuxtron
Is there an issue? Send a Message


** AnIcePerson: Ice Traps are in the domain of the Sorceress, occupying the same niche as the Tar Traps used by the Apprentice. They function by blowing frozen air across an enemy that walks across it, freezing them solid. Incidentally, if the ice trap is placed on a floor below a walkable metal grating, [[TheDevTeamThinksOfEverything anything triggering it will also freeze anything passing the same space on the metal grating above as the cold air rushes through the grate]].

to:

** AnIcePerson: Ice Traps are in the domain of the Sorceress, occupying the same niche as the Tar Traps used by the Apprentice. They function by blowing frozen air across an enemy that walks across it, freezing them solid. Incidentally, if the ice trap is placed on a floor below a walkable metal grating, [[TheDevTeamThinksOfEverything [[DevelopersForesight anything triggering it will also freeze anything passing the same space on the metal grating above as the cold air rushes through the grate]].
This list shows the last 10 events of 203. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.OrcsMustDie