Video Game / Vulpin Adventure
is an online
2D Flash RPG
created by Firequill
The gist of the game is simple - guide your own customizable Vulpin through various different areas, fighting monsters in one-on-one combat, earning AP (Ability Points) by defeating them, and applying them to your Vulpin's stats one-by-one - thus, allowing your Vulpin to grow stronger the way you want. Along the way of your journey of restoring the five pieces of the Starstone
, you'll buy and obtain various new skills, items, and equipment. Will you be able to direct your Vulpin and defeat the creature that shattered the Starstone in the first place?
This game can be played at here
, or at here
Tropes present in Vulpin Adventure:
- Awesome, but Impractical: The four-MP elemental skills obtained late in the game. They barely deal any more damage than the two-MP skills, but cost twice as much.
- Boring, but Practical: The basic elemental strikes. Because they only cost one mana point, they can be used indefinitely, and exploiting elemental weaknesses can rack up damage fast.
- Disc-One Nuke: The elemental strikes can be bought from the outset, and are your best sources of damage throughout most of the game.
- Elemental Powers: Six; earth, fire, waternote , air, light, and darkness.
- Elemental Rock-Paper-Scissors: Earth beats water, water beats fire, fire beats air, and air beats earth. Light and darkness have a more typical relationship; both are weak to each other.
- Everything's Better with Rainbows: The second screen of the Cloudy Peaks has a rainbow located behind the clouds.
- Featureless Protagonist: You never do see yourself in this game - you only see your Vulpin.
- Final Boss: Who is actually named "Final Boss".
- The Goomba: Mots are the first enemy your Vulpin faces. They only take three hits (at most) to kill with just 1 point of Strength and do only 1 point of damage per hit.
- Hailfire Peaks: The Sea Cave is a combination of Palmtree Panic and Slippy-Slidey Ice World. To be precise, the first-half is primarily a Palmtree Panic, and the second-half is primarily a Slippy-Slidey Ice World.
- Heal Thyself: The ability "Heal", which restores some of your Vulpin's lost health for the cost of 2 MP.
- Hyperactive Metabolism: You can restore some of your Vulpin's Health and emotional strature with the food items available.
- Non-Elemental: The Final Boss, due to being a two-headed dragon that is half light, half darkness — presumably, it cancels out to have no weakness.
- Noob Cave: The Woods. It's the forest near to your home which has recently become overrun by monsters. This is the first place you and your Vulpin go to begin the journey.
- No Sidepaths, No Exploration, No Freedom: All levels have you go from Point A to Point B, from one location to the next. You may backtrack, and there are some side-areas (found by killing certain monsters). But, for the most part, this game's very linear.
- Our Dragons Are Different: Both main kinds can breathe elemental bubbles as their primary offense and are bipedal.
- The first kind encountered, Dragons (the ones found at Cloudy Peaks), unlike most myths, are weak to fire-based attacks due to their main element being air.
- The second kind encountered are Darkdragons and Lightdragons, Palette Swaps (and elemental swaps) of each other.
- Point Build System: With every monster defeated, your Vulpin gets a certain number of Ability Points (AP) that can be distributed (anytime outside of battle) for increasing one of your vulpain's four core stats - Health, Strength, Defense, or Speed.
- Poor, Predictable Rock: Except for the final area, the inhabitants of each area are all the same element, so if you make sure you have the appropriate elemental strike/spell, you can easily plow through your opponents. Averted in the aforementioned final area, which not only alternates between two sets of elemental enemies, but has elements you can't counter at that point.
- Randomly Drops: Usually just minor consumables, but rare equipment and even two unique skills are obtained this way as well.
- Ridiculously Cute Critter: Your Vulpin.
- Shifting Sand Land: The Desert Ruins and Desert Edge. Applies more so to the former.
- Shout-Out: The description for Bolt, the two-MP Air skill. 'Air damage caused by the preferred method of yellow rodents'.
- The Lost Woods: The Woods, which also doubles as the Noob Cave.
- Video Game Caring Potential: At in the home area, you can pet your Vulpin, which not only increases its emotional status, but also releases hearts into the air.
- If you pet it for two minutes straight, you'll actually get an achievement for it!
- Wake-Up Call Boss: Calyx, a plant-like wyvern, is basically your first more-forceful introduction to using healing items as well as meditation - instead of just attacking constantly. Oddly, it is also likely to be one of the hardest bosses in the game, as you will likely not have purchased any of the elemental strikes by that point — normally your best bet for dealing with the bosses.
- Warp Whistle: The Explore button, kind of. It can instantly take you back to your Home Base from anywhere else.