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* ContractualBossImmunity: Mutant bosses are immune to rage and mind control abilities... but not in Medieval.

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* ContractualBossImmunity: Mutant The second tier of mutant bosses are immune to rage and mind control abilities... but not in Medieval.



* GameplayAllyImmortality: NPCs you bring with you and those necessary to the mission don't die, they just fall to the ground and stay there unti yo come near them and there are no enemies around. Non-critical NPCs are entirely vulnerable (and it's quite possible to come across their mangled corpses before you even had a chance to rescue them).



* RewardingVandalism: In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps and remains a excellent source of income throughout the game. Killing ATMs also gets a small amount of money, and they respawn until hacked.

to:

* RewardingVandalism: RewardingVandalism:
**
In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps and remains a excellent source of income throughout the game. In 3 it's only 5 cash (50 in Medieval), but it's still useful as destroying them prevents bosses from throwing the barrels at you.
**
Killing ATMs also gets a small amount of money, and they respawn until hacked.



* SetAMookToKillAMook: The poison ability causes an enemy to attack all other enemies, increasing their health and strength. Hilarious (and useful) on bosses, though not all of them can be poisoned.

to:

* SetAMookToKillAMook: The poison ability causes an enemy to attack all other enemies, increasing their health and strength.strength (and doubling the reward if you kill them). Hilarious (and useful) on bosses, though not all of them can be poisoned.



** During defense/rebuilding missions, it's best to concentrate on the smaller zombies and let the bigger ones go through, as both delay contruction by the ame amount.

to:

** During defense/rebuilding missions, it's best to concentrate on the smaller zombies and let the bigger ones go through, as both delay contruction construction by the ame same amount.



* WorthyOpponent: The orc Master of War in Medieval has some of the best upgrades, but is only available after getting several achievements (finding all other master, getting 40 kills per minute, poisoning and trapping 50 enemies).

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* WorthyOpponent: The orc Master of War in Medieval has some of the best upgrades, but is only available after getting several achievements (finding all other master, masters, getting 40 kills per minute, poisoning and trapping 50 enemies).

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* NewGamePlus: In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+".

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* NewGamePlus: In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+". However, the masters who teach skills are unavailable until found, so you can't upgrade your weapons before then.



* ViolationOfCommonSense: Leaving a city sector be when under zombie invasion is often better than using the tower to defend it: if the defenses are too weak, the mission fails, while letting them through is just a matter of going on an extra mop-up mission.

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* ViolationOfCommonSense: ViolationOfCommonSense:
**
Leaving a city sector be when under zombie invasion is often better than using the tower to defend it: if the defenses are too weak, the mission fails, while letting them through is just a matter of going on an extra mop-up mission.mission.
** During defense/rebuilding missions, it's best to concentrate on the smaller zombies and let the bigger ones go through, as both delay contruction by the ame amount.

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Added image, release date, etc.


[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/decision.png]]



Decision is series of Flash games made by Fly Anvil studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.

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Decision ''Decision'' is series of Flash UsefulNotes/AdobeFlash games made by Fly Anvil studios.Studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.



#''Decision:'' The very first game in the series. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
#''Decision 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. [[SurprisinglyImprovedSequel A vast improvement]] over the original.
#''Decision 3:'' The third game in the series, this one adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
#''Decision: Medieval:'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3, including inspectors (called "Masters" in this game) and a second threat in addition to the zombies.

to:

#''Decision:'' The very first game in the series.series, released on March 13th, 2012. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
#''Decision 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. Published three months after the original, and yet somehow [[SurprisinglyImprovedSequel A a vast improvement]] over the original.
it.
#''Decision 3:'' The third game in the series, this one released on November 14th, 2014. It adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
#''Decision: Medieval:'' Released at about the same time as a couple of months before Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3, including inspectors (called "Masters" in this game) and a second threat in addition to the zombies.






* ZombieApocalypse: All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]

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* ZombieApocalypse: All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]]]
----
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* ShoutOut: Several to ''Literature/LordOfTheRings'', where the second dog zombies are called wargs, and the biggest troll monsters are Olog-Hai.

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* ShoutOut: Several to ''Literature/LordOfTheRings'', ''Literature/TheLordOfTheRings'', where the second dog zombies are called wargs, and the biggest troll monsters are Olog-Hai.

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Decision is series of flash games made by Fly Anvil studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.

to:

Decision is series of flash Flash games made by Fly Anvil studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.



* MadeOfExplodium: Barrels will always explode when shot enough times. ATMs in ''2'' will also explode if shot enough times. ''2'' and ''3'' also add huge tanks with nuclear symbols on them, capable of easily killing a player if they're standing too close.

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* MadeOfExplodium: Barrels will always explode when shot enough times. ATMs in ''2'' will also explode if shot enough times. ''2'' and ''3'' also add huge tanks with nuclear symbols on them, capable of easily killing a player if they're standing too close. ''Medieval'' uses gunpowder instead.



* MoreDakka: It's possible to upgrade an outpost with 3 gatling guns plus a trio of soldiers with assault rifles.

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* MoreDakka: It's possible (but not a good idea) to upgrade an outpost with 3 gatling guns plus a trio of soldiers with assault rifles.



* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols, though every pistol allows the use of poison abilities.
* RewardingVandalism: In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps. Killing ATMs also gets a small amount of money, and they respawn until hacked.

to:

* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 ''2'' and 3'' ''3'' are actually the weakest of the pistols, though every pistol allows the use of poison abilities.
* RewardingVandalism: In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps.maps and remains a excellent source of income throughout the game. Killing ATMs also gets a small amount of money, and they respawn until hacked.


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* TookALevelInDumbass: By ''3'', zombies are limited to melee attacks, when ''2'' had them able to use guns and throw random debris at you.

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* ArmorIsUseless: Averted in the 3 and Medieval - while armor slows you down, it also protects you from damage to some degree.

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* ArmorIsUseless: Averted in the 3 and Medieval - while armor slows you down, it also protects you from damage to some degree.degree. Subverted with the orc armor in Medieval which actually increases your speed.



* ContractualBossImmunity: Mutant bosses are immune to rage and mind control abilities... but not in the fourth game.

to:

* ContractualBossImmunity: Mutant bosses are immune to rage and mind control abilities... but not in Medieval.
* CoolPet: One of
the fourth game.Masters in ''Medieval'' has a bald eagle as a ShoulderPet.



* DamnYouMuscleMemory: Between ''2'' and ''3'', the mouse control changed from automatically following the mouse and firing when clicking to follwoing the mouse when clicking and firing if there's an enemy in the way.
* DeathOfAThousandCuts: Many bosses need to be constantly strafed and dodged while chipping away at their life bar.

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* DamnYouMuscleMemory: CripplingOverspecialization: Setting all of a tower's weapons to the same type can be this: Gatlings shoot fast but don't deal much damage, the other two do more damage and in a wider area but shoot slower.
* DamnYouMuscleMemory:
**
Between ''2'' and ''3'', the mouse control changed from automatically following the mouse and firing when clicking to follwoing following the mouse when clicking and firing if there's an enemy in the way.
** In Medieval, barrels are worth 50 gold apiece, downgraded to 5 in 3.
* DeathOfAThousandCuts: Many bosses need to be constantly strafed and dodged while chipping away at their life bar. Subverted once your levels are good enough to mow them down in seconds.



* FriendlyFireproof: The rocket launcher does no damage to you even when it explodes at melee range, making it a very handy weapon in close combat.

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* FriendlyFireproof: The rocket launcher does no damage to you you or your allies even when it explodes at melee range, making it a very handy weapon in close combat.



* GiantMook: Giant Zombies and Bosses not only have much more health and damage than regular zombies, they also have different abilities like leap attacks.
* GroundPound: A player ability, in imitation of wolf mutants and bosses.



* MySpeciesDothProtestTooMuch: You can encounter several friendly orcs in ''Medieval'', one of which teaches the ultimate abilities.

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* MySpeciesDothProtestTooMuch: You can encounter several friendly orcs in ''Medieval'', one of which teaches the ultimate abilities.abilities after you've proven your worth.


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* NoZombieCannibals: Averted, mutants are apparently the result of zombies biting each other.


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* ViolationOfCommonSense: Leaving a city sector be when under zombie invasion is often better than using the tower to defend it: if the defenses are too weak, the mission fails, while letting them through is just a matter of going on an extra mop-up mission.


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* WorthyOpponent: The orc Master of War in Medieval has some of the best upgrades, but is only available after getting several achievements (finding all other master, getting 40 kills per minute, poisoning and trapping 50 enemies).
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* DifficultButAwesome: Finishing off downed enemies gets a much higher reward than with guns, but only happens at melee range and if not shooting at the time.
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* FailedASpotCheck: Attack from far enough, and enemies won't react to their buddies dying or the explosions throwing them to the ground. Not so with bosses, who will hurl themselves halfway across the map to kill you.


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* SinisterScrapingSound: If you hear scraping, a manhole has just opened and will soon release multiple werewolf mutants. You should run.
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#''Decision 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. A vast improvement over the original.

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#''Decision 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. [[SurprisinglyImprovedSequel A vast improvement improvement]] over the original.

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[[folder:The Decision series currently has four games:]]

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[[folder:The Decision series currently has four games:]]Series:]]



* ActionBomb: Some zombies carry a big gas canister on their backs, making them prime targets. If they get close enough to attack, however...

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* ActionBomb: Some zombies carry a big gas canister on their backs, making them prime targets. If they get close enough to attack, however...however, they'll [[SuicideAttack explode,]] [[TakingYouWithMe damaging the player quite heavily]]...
* ArmorIsUseless: Averted in the 3 and Medieval - while armor slows you down, it also protects you from damage to some degree.
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* UrbanRuins: Every game takes place in a different city ruined by the ZombieApocalypse, with broken walls, crashed trucks and dead bodies everywhere. Fortunately, humans manage to fight back by creating fortified enclaves and clearing the zombies out one area at a time.

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* BagOfSpilling: The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.

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* BagOfSpilling: The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''. ''3'' actually has the player drop his minigun to the ground after killing the boss and head for the next city.
* BodyguardingABadass: It's possible to recruit soldiers to accompany you on most missions. They're useful as a distraction (and don't die), but your character is still the one doing most of the damage.



* DamnYouMuscleMemory: Between ''2'' and ''3'', the mouse control changed from automatically following the mouse and firing when clicking to follwoing the mouse when clicking and firing if there's an enemy in the way.



* FriendlyFireproof: The rocket launcher does no damage to you even when it explodes at melee range, making it a very handy weapon in close combat.



* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you. In ''3'', this ability can be purchased by the player.
* InfiniteSupplies: While the player and allies still need to reload, they will never run out of reserve ammo.

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* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you. In ''3'', this ability can be purchased by the player.
player, though nowhere near as far.
* InfiniteSupplies: InfiniteSupplies:
**
While the player and allies still need to reload, they will never run out of reserve ammo.



* RecycledInSpace: Mutants in the first 3 games are, for all intents and purposes, orcs (that can use bows and rocket launchers). So in the StandardMedievalFantasy setting, they're... un-recycled?

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* RecycledInSpace: Mutants in the first 3 games ''3'' are, for all intents and purposes, orcs (that can use bows and rocket launchers). So in the StandardMedievalFantasy setting, they're... un-recycled?



* SetAMookToKillAMook: The poison ability causes an enemy to attack all other enemies. Hilarious (and useful) on bosses.

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* RewardingVandalism: In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps. Killing ATMs also gets a small amount of money, and they respawn until hacked.
* SergeantRock: The player character is only ever referred to as "Sergeant", and is single-handedly responsible for clearing three cities of zombie infestations, along with personally training the local militia.
* SetAMookToKillAMook: The poison ability causes an enemy to attack all other enemies. enemies, increasing their health and strength. Hilarious (and useful) on bosses.bosses, though not all of them can be poisoned.

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** Subverted in ''3'', where buildings need materials as well as money to upgrade.



* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols, though they allow the use of poison abilities.
* SetAMookToKillAMook: One ability causes an enemy to attack all other enemies. Hilarious (and useful) on bosses.

to:

* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols, though they allow every pistol allows the use of poison abilities.
* SetAMookToKillAMook: One The poison ability causes an enemy to attack all other enemies. Hilarious (and useful) on bosses.



* SprintMeter: The sprint meter can be upgraded several times, and becomes infinite once it and health are maxed out.

to:

* SprintMeter: The sprint meter can be upgraded several times, and in ''3'' it becomes infinite once it and health are maxed out.

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Updated a few things. Also, whoever added the other edits, THANK YOU!


* GatlingGood: The final upgrade for the machine gun weapon is a minigun, as is the cheapest border defense.
* HoldTheLine: Many missions have you defend against invading hordes, either on foot to protect the workers upgrading a building, or using automatic weapons.

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* GatlingGood: The final upgrade for the machine gun weapon is a minigun, as is the cheapest border defense.
outpost weapon.
* HoldTheLine: Many missions have you defend against invading hordes, either on foot to protect the workers upgrading a building, or using automatic weapons.weapons mounted onto a building.



* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you.

to:

* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you. In ''3'', this ability can be purchased by the player.
* InfiniteSupplies: While the player and allies still need to reload, they will never run out of reserve ammo.


Added DiffLines:

* MadeOfExplodium: Barrels will always explode when shot enough times. ATMs in ''2'' will also explode if shot enough times. ''2'' and ''3'' also add huge tanks with nuclear symbols on them, capable of easily killing a player if they're standing too close.

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* BagofSpilling: The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.
* EscortMission: Played with in ''3'' and ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.) or a part of your squad .]]
* Engrish: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.

to:

* BagofSpilling: ActionBomb: Some zombies carry a big gas canister on their backs, making them prime targets. If they get close enough to attack, however...
* BagOfSpilling:
The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.
* BrainwashingForTheGreaterGood: One ability turns a monster to your side, though some big monsters are immune. Not so in the 4th game, where you can not only have Olog-Hai fight with you, they transfer between levels until killed or replaced.
* BullfightBoss: Most bosses will stand still for a few seconds before charging, though the higher ones can also throw debris, grenades and ''themselves'' at you.
* ContractualBossImmunity: Mutant bosses are immune to rage and mind control abilities... but not in the fourth game.
* CurbStompBattle: Clearing out zombie infestations can be done from the safety of high walls with an entrenched heavy weapon, the enemy making no attempt to fight back. Averted during invasions, where they both try to get past your defenses and tear them down.
* DeathOfAThousandCuts: Many bosses need to be constantly strafed and dodged while chipping away at their life bar.
* EscortMission: Played with in ''3'' and ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.) or a part of your squad .squad.]]
* Engrish: {{Engrish}}: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.



* ExplodingBarrels: Barrels and giant reservoirs with radiation symbols are strewn around the maps, with enemies sometimes attacking them. In ''Medieval'', the latter is replaced with a giant cart full of gunpowder.
* ForeverWar: The "Massacre" sites, where unending hordes of zombies and [[spoiler:mutants/orcs]] slaughter each other.
* GatlingGood: The final upgrade for the machine gun weapon is a minigun, as is the cheapest border defense.
* HoldTheLine: Many missions have you defend against invading hordes, either on foot to protect the workers upgrading a building, or using automatic weapons.



* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you.
* ItCanThink: Several enemies are still able to use weapons.



* MightyGlacier: Rocket Launchers (and catapults) have the slowest firing speed, but deal lots of SplashDamage.
* MoreDakka: It's possible to upgrade an outpost with 3 gatling guns plus a trio of soldiers with assault rifles.
* MultiMeleeMaster: ''Medieval'' replaces most ranged weapons with various melee weapons... which only make the ranged weapons that much more useful.
* MusicalSpoiler: When a boss enters an area, it roars loud enough to be heard around the map.
* MySpeciesDothProtestTooMuch: You can encounter several friendly orcs in ''Medieval'', one of which teaches the ultimate abilities.



* PercussiveMaintenance: Increasing the ATM hacking ability lets you open them faster. When maxed out, you just kick them for instant money (and can then shoot them for a little extra).
* PlayingPossum: Zombies are often found lying prone on the ground, which doesn't trigger the auto-fire until much shorter range.
* RainOfArrows: See MoreDakka and substite ballistae for gatling guns and archers for soldiers.
* RecycledInSpace: Mutants in the first 3 games are, for all intents and purposes, orcs (that can use bows and rocket launchers). So in the StandardMedievalFantasy setting, they're... un-recycled?



* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.

to:

* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.pistols, though they allow the use of poison abilities.
* SetAMookToKillAMook: One ability causes an enemy to attack all other enemies. Hilarious (and useful) on bosses.


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* ShoutOut: Several to ''Literature/LordOfTheRings'', where the second dog zombies are called wargs, and the biggest troll monsters are Olog-Hai.
* SprintMeter: The sprint meter can be upgraded several times, and becomes infinite once it and health are maxed out.
* TrainingThePeacefulVillagers: Except they're soldiers, who you babysit until they've killed enough enemies on their own.
* OurWerewolvesAreDifferent: They're a specific breed of mutant that can jump ridiculous distances.
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* {{Bag of Spilling}} The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.

to:

* {{Bag of Spilling}} BagofSpilling: The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.



* {{Engrish}}: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.
* {{EvilVersusEvil}}: [[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]
* {{HyperspaceArsenal}}: In the first game, it's possible to carry a shotgun, assault rifle, rocket launcher, and grenades all at once. In subsequent games, it's possible to carry
* [[KillItWithFire Kill it With Fire:]] A flamethrower appears in ''3''.
* [[NewGamePlus New Game Plus]] In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+".
* {{RegeneratingHealth}}: The player gets this at the start of all four games, and can upgrade how quickly it regenerates as well as the maximum health.
* [[RevolversAreJustBetter Revolvers Are Just Better:]] Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.
* [[ShotgunsAreJustBetter Shotguns Are Just Better:]] Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.
* [[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]

to:

* {{Engrish}}: Engrish: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.
* {{EvilVersusEvil}}: EvilVersusEvil: [[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]
* {{HyperspaceArsenal}}: HyperspaceArsenal: In the first game, it's possible to carry a shotgun, assault rifle, rocket launcher, and grenades all at once. In subsequent games, ''3'', it's possible to carry
carry a shotgun, assault rifle, sniper rifle, rocket launcher, and machine gun at the same time.
* [[KillItWithFire Kill it With Fire:]] KillItWithFire: A flamethrower appears in ''3''.
* [[NewGamePlus New Game Plus]] NewGamePlus: In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+".
* {{RegeneratingHealth}}: RegeneratingHealth: The player gets this at the start of all four games, and can upgrade how quickly it regenerates as well as the maximum health.
* [[RevolversAreJustBetter Revolvers Are Just Better:]] RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.
* [[ShotgunsAreJustBetter Shotguns Are Just Better:]] ShotgunsAreJustBetter: Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.
* [[ZombieApocalypse Zombie Apocalypse:]] ZombieApocalypse: All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]
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* {{EscortMission}}: Played with in ''3'' and ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.) or a part of your squad .]]

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* {{EscortMission}}: EscortMission: Played with in ''3'' and ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.) or a part of your squad .]]

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!!This video game contains examples of the following tropes:

* [[BagOfSpilling Bag of Spilling:]] The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.
* [[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.).]]
* [[EvilVersusEvil Evil Versus Evil:]] [[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]

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!!This video game series contains examples of the following tropes:

* [[BagOfSpilling Bag {{Bag of Spilling:]] Spilling}} The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.
* [[EscortMission Escort Mission:]] {{EscortMission}}: Played with in ''3'' and ''Medieval'', ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.).) or a part of your squad .]]
* [[EvilVersusEvil Evil Versus Evil:]] {{Engrish}}: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.
* {{EvilVersusEvil}}:
[[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]]]]]
* {{HyperspaceArsenal}}: In the first game, it's possible to carry a shotgun, assault rifle, rocket launcher, and grenades all at once. In subsequent games, it's possible to carry



* {{RegeneratingHealth}}: The player gets this at the start of all four games, and can upgrade how quickly it regenerates as well as the maximum health.



* [[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 seems to occur 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]

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* [[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 seems to occur states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]
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* [[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die.]]

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* [[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die.die if they're critical to the mission (inspectors, workers, etc.).]]

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#''Decision: Medieval:'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3.

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#''Decision: Medieval:'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3.3, including inspectors (called "Masters" in this game) and a second threat in addition to the zombies.



* [[EvilVersusEvil Evil Versus Evil:]] [[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]



* [[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years.

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* [[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 seems to occur 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]
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* [[KillItWithFire Kill it With Fire:]] A flamethrower appears in ''3''.
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* [[BagOfSpilling Bag of Spilling:]] The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''.


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* [[NewGamePlus New Game Plus]] In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+".
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[[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die.]]
[[RevolversAreJustBetter Revolvers Are Just Better:]] Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.
[[ShotgunsAreJustBetter Shotguns Are Just Better:]] Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.
[[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years.

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[[EscortMission *[[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die.]]
[[RevolversAreJustBetter *[[RevolversAreJustBetter Revolvers Are Just Better:]] Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.
[[ShotgunsAreJustBetter *[[ShotgunsAreJustBetter Shotguns Are Just Better:]] Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.
[[ZombieApocalypse *[[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years.
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[[EscortMission Escort Mission:]] Played with in ''3'' and ''Medieval'', but thankfully [[AntiFrustrationFeatures the people you're escorting can't die.]]
[[RevolversAreJustBetter Revolvers Are Just Better:]] Inverted: The revolver that the player starts with in ''2 and 3'' are actually the weakest of the pistols.
[[ShotgunsAreJustBetter Shotguns Are Just Better:]] Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.

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!!This video game contains examples of the following tropes

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!!This video game contains examples of the following tropestropes:

[[ZombieApocalypse Zombie Apocalypse:]] All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years.

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#''Decision'' The very first game in the series. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
#''Decision 2'' The second game in the series, featuring new weapons, new skills, and new game mechanics. A vast improvement over the original.
#''Decision 3'' The third game in the series, this one adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
#''Decision Medieval'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3.

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#''Decision'' #''Decision:'' The very first game in the series. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
#''Decision 2'' 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. A vast improvement over the original.
#''Decision 3'' 3:'' The third game in the series, this one adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
#''Decision Medieval'' #''Decision: Medieval:'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3.



All the games in the series can be found [[http://flyanvil.com/ here.]]

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All the games in the series can be found [[http://flyanvil.com/ on Fly Anvil's website, here.]]]]

!!This video game contains examples of the following tropes
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[[folder:The Decision series currently has four games::]]

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[[folder:The Decision series currently has four games::]]games:]]




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[[/folder]]
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-> '''[[ApocalypticJournal The first note in the diary.]]'''\\

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-> '''[[ApocalypticJournal '''[[ApocalypticLog The first note in the diary.]]'''\\
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-> '''[[ApocalypticJournal The first note in the diary.]]'''\\
I made a [[TitleDrop decision]]. More and more cities become zombie's colonies dropped into the darkness. Earlier, I have only heard of soldiers who left the army who try to clean the cities. One of them saved my life and I joined them. There aren't too many of them that is why they work alone. He gave me a gun and I want to try. This is my decision.
-->-- '''The introduction of the first game'''

Decision is series of flash games made by Fly Anvil studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.
The first thing the player must do to conquer a zone is scout the area, searching for a way to the factory, outpost, and main street in the area. Once that is done, the player must then capture the area's outpost to help reduce the threat level.

As the player captures later zones, they will have to deal with more dangerous zombies, including ones that can use guns, ones that explode upon death, and even giant zombies.

The series currently has four games:

[[foldercontrol]]

[[folder:The Decision series currently has four games::]]
#''Decision'' The very first game in the series. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
#''Decision 2'' The second game in the series, featuring new weapons, new skills, and new game mechanics. A vast improvement over the original.
#''Decision 3'' The third game in the series, this one adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
#''Decision Medieval'' Released at about the same time as Decision 3, this game features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3.

All the games in the series can be found [[http://flyanvil.com/ here.]]

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