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* FingerPokeOfDoom: [[Creator/BruceLee Bruce Lee's]] famous one-inch punch is one of the available cards, with Agent 11 stopping their hand within one inch of the enemy, then suddenly punching them for a huge amount of damage.



* PunchedAcrossTheRoom: Attacks that cause knockback will occasionally have that effects upon killing an enemy, causing them to fly ridiculous distances.



* ShoutOut:
** The Discombobulate card, consisting of a double clap to the ears, is a clear reference to the pit-fighting scene of Film/SherlockHolmes2009. It even grants you a rewind when used, alluding to Sherlock's AwesomenessByAnalysis.
** The Spartan Kick card is based on the memetic "THIS IS SPARTA!" scene from Film/ThreeHundred, with its card depicting Agent 11 kicking a mook down a well.



* ThrowAwayGuns: The Empty Magazine will cause the Agent to throw their gun to the floor after spending all the ammo in it. Nothing prevents you from immediately drawing another gun afterwards.

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* ThrowAwayGuns: The Empty Magazine card will cause the Agent to throw their gun to the floor after spending all the ammo in it. Nothing prevents you from immediately drawing another gun afterwards.


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* TimeRewindMechanic: Depending on the difficulty, you get a number of rewinds per each fight, allowing you to go back to the start of the current turn. The [[Film/SherlockHolmes2009 Discombobulate card]] will also grant you an extra rewind.
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General clarification on work content; A sequel has been announced, and no page for it yet.

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On March 21, 2024, a sequel, ''Knights in Tight Spaces'' was announced.

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* AssKickingPose: Several enemies will announce their arrival with one of these. Agent 11, meanwhile, performs such poses when using buff cards, such as cracking their neck or raising their knee and doing a bit of shadowboxing.



* BottomlessMagazines: In play for everybody using a gun, naturally. The Agent can [[SubvertedTrope subvert]] this, however, by using the Reload card (to draw more pistol cards), and the Empty Magazine card will make them [[ThrowAwayGuns toss their gun to the ground]].

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* BottomlessMagazines: In play for everybody using a gun, naturally. The Agent can [[SubvertedTrope subvert]] this, however, by using the Reload card (to draw more pistol cards), and while the Empty Magazine card will make them [[ThrowAwayGuns toss their gun to the ground]].ground]].
* BringIt: The Taunt card will make Agent 11 beckon the enemy with their hand.



* GunFu: ''Weapon of Choice'' lets you engage in this with gusto, as drawing a gun still allows you to use most of your melee cards (with the few exceptions being cards that require you to use a knife instead).

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* GunFu: ''Weapon of Choice'' lets you engage in this with gusto, as drawing a gun still allows you to use most any of your melee cards (with the few exceptions being cards that require you to use a knife instead).cards.
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* ExcusePlot: There are criminal organizations up to no good and it's up to you to take them out.

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* ExcusePlot: There are criminal organizations up to no good and it's up to you to take them out. You don't even see the investigations and spywork beyond brief allusions in random events, the game just goes from one {{Fight Scene}} to another.
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The game was developed by British studio Ground Shatter, published by Mode 7 Games, and released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021, with the full release happening on December 2 that year.

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The game was developed by British studio Ground Shatter, published by Mode 7 Games, and released on UsefulNotes/{{Steam}} Platform/{{Steam}} in Early Access on February 24, 2021, with the full release happening on December 2 that year.
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* SamuraiShinobi: The Jade Staff faction's enemies are all labelled as some flavor of Ninja, but the Armored Ninja, Armored Swordsman and Jade Staff Boss take more design cues from samurai than from ninja. All of them are opportunistic assassins, though.

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* FinalExamBoss: The base game's final boss is a variation. While it doesn't strictly have distinct "phases", the boss's abilities change every turn, unlike every other enemy you've faced. Combining this with the high-level mooks that accompany them, which themselves have elite versions of gimmicks seen elsewhere in the game, means that beating the boss requires you to be familiar with practically every mechanic seen so far and how to deal with them.



** For a villainous example there's the Assassins in the Weapons of Choice DLC, who gain extra effects with every Mission:

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** On the enemy side, the basic Prisoner mooks of the Insiders gain 1 damage every turn they're on the board. While their base damage of 10 is a modest figure, leaving them alone for too long can lead to getting overwhelmed with damage you can't feasibly block.
** For a another villainous example there's the Assassins in the Weapons of Choice DLC, who gain extra effects with every Mission:
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* GunFu: ''Weapon of Choice'' lets you engage in this with gusto, as drawing a gun doesn't restrict your use of melee cards at all.

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* GunFu: ''Weapon of Choice'' lets you engage in this with gusto, as drawing a gun doesn't restrict still allows you to use most of your use of melee cards at all.(with the few exceptions being cards that require you to use a knife instead).

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* AllTheWorldsAreAStage: In the beta final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.

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* AllTheWorldsAreAStage: In the beta final mission, and the released game's daily missions, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.visited.
* AntiFrustrationFeatures: Enemies with melee attacks that can reach further than one tile will generally try to position themselves as far from you as possible while still leaving you in attack range, and enemies with projectile attacks will similarly keep their distance and will often put a low wall between themselves and you. However, after you deal with all the close-range melee enemies, ranged enemies will start to close in on you so you aren't stuck spending turns [[GetBackHereBoss continuously closing the distance on an enemy that keeps trying to run away]].
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* RailingKill: Some level edges are guarded by railings, making it impossible to tackle or suplex enemies off the edge, but any other push attack will push them over the railing to their doom, in classical fashion. The player can even use a basic sideways shove to flip them over and out.

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* ContractualBossImmunity: [[AvertedTrope Averted]] for the most part, bosses are vulnerable to any move up until the i Completi boss who cannot be pushed. [[spoiler: While both Agent XI and the Assassin Boss cannot be pushed either the Assassin Boss in particular instantly recovers from attacks that down her.]]



* EasyLevelTrick: Most boss arenas spawn with a ledge or exit in which the bosses can be thrown out of to instantly end the fight. It's considerably harder to pull off without a good amount of positioning cards, but it is far easier to do against the Jade Staff's boss, whose fight happens on top of a building. The i Completi boss [[ContractualBossImmunity is specifically immune to this, however.]]



* GatheringSteam: The basis of the combo mechanic, which raises by one each time you land a blow and goes down when you move. Some cards are more effective at high combo levels, and some require a certain combo level to be useable at all.

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* GatheringSteam: GatheringSteam:
**
The basis of the combo mechanic, which raises by one each time you land a blow and goes down when you move. Some cards are more effective at high combo levels, and some require a certain combo level to be useable at all.all.
** The Rising Strength card gives additional damage modifier every turn for 5 turns. The "Increased Strength" enhancement on the other hand gives +2 damage modifier every 3 turns starting off with the second turn.
** For a villainous example there's the Assassins in the Weapons of Choice DLC, who gain extra effects with every Mission:
*** The Cutthroat initially starts off improving other enemies' damage, but then he eventually starts to dodge an attack every turn and his attacks get deadlier.
*** The Gas Mask Assassin doesn't start off with anything special other than gaining a bit of block every turn but eventually he prevents enemies from damaging each other (unless they are damaging him), gains Advance and a repositioning move each turn and gets a melee Counter that pushes the attacker away.
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* SimultaneousWarningAndAction: Can be done by the player by using the Warning Shot card before (or even after) immediately ventilating them with gunfire. The [[spoiler:Assassin Boss]], meanwhile, uses this attack only after spending several turns trying to gun you down.

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* CardboardPrison: At the end of the standard game, all the bosses get put in a single cell together, with Agent 11 questioning the logic of having them locked up together. Come the DLC campaign, all of them break out of jail, forcing you to kick their asses again... and then they get locked up together in the same cell anyway, suggesting that they'll be able to break out a second time.
* ChefOfIron: The Insiders chefs are pretty tough, too heavy to down, and make a triple attack with their cleaver. They will also heal themselves and their allies with [[HyperactiveMetabolism food]] from time to time.



* DeadlyDoctor: The Insiders doctors will stab you with a syringe, inflicting bleeding. They can also remove your combo by dropping their syringe and stomping on it.



* DualBoss: The final level of the DLC campaign will have you face [[spoiler:Agent XI ''and'' the Assassin Boss]] at the same time, albeit with no other enemies present (with the exception of summoned minions).



* TheEndOrIsIt: The game ends with all of the organization leaders in jail... but the last line has one of them saying "(...and so it begins)".

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* TheEndOrIsIt: The standard game ends with all of the organization leaders in jail... but the last line has one of them saying "(...and so it begins)". The DLC campaign, meanwhile, ends similarly, but has one of them say "(Now we have all the information we need".


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* HandCannon: Section 11 appears to prefer the Desert Eagle as it's standard handgun, as it's used by Agent 11, their boss, [[spoiler:And Agent XI's mooks]].


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* LawmanGoneBad: [[spoiler:The Assassin Boss]] was a GIGN operative before she eventually switched sides and became a criminal.


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* TattooedCrook: The Insiders have the Brawler and the [[ExactlyWhatItSaysOnTheTin Tattoo Guy]], with the former even having a facial tattoo of a skull.


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* UseYourHead: The [[TattooedCrook Tattoo Guy]] and the Insiders boss rely on headbutts, the latter's being described as "A brutal knocking of heads". The player can also get in on the action with the Headbutt card, which deals combo-dependent damage and stuns the target if they lose health from it.


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* WithMyHandsTied: The boss of the Insiders fights with his hands chained in front. It doesn't really restrain him, as he relies solely on headbutts.

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* PurelyAestheticGender: You can choose one of two characters to represent Agent 11, and the game remains the same either way.

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* PurelyAestheticGender: You can choose one of two three characters to represent Agent 11, and the game remains the same either way.



* SplashOfColor: The game environment is entirely colorless and has only minimal texturing, while the silhouettes of characters are a bright, solid color, save for some selective detailing in white (like the undershirt of Agent 11's [[BadassInANiceSuit nice suit]]).
* ThreeStrikeCombo: One attack is three punches delivered in quick succession. Also, most decks start with three Momentum per turn, and pretty much all the attack cards in the Balanced starter use only one Momentum, so you can chain, say, Quick Strike, Quick Kick/Front Kick and Long Strike/Hammerfist into a three-hit sequence that also pushes the enemy away.

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* SplashOfColor: The game environment is entirely colorless and has only minimal texturing, while the silhouettes of characters are a bright, solid color, save for some selective detailing in white (like the undershirt of Agent 11's [[BadassInANiceSuit nice suit]]).
suit]]). A character getting hit will also produce bright red blood.
* ThreeStrikeCombo: One attack is three punches delivered in quick succession.succession, and another delivers two punches and a kick. Also, most decks start with three Momentum per turn, and pretty much all the attack cards in the Balanced starter use only one Momentum, so you can chain, say, Quick Strike, Quick Kick/Front Kick and Long Strike/Hammerfist into a three-hit sequence that also pushes the enemy away.



* ThrowingYourGunAtTheEnemy: The Throw Gun card. As it's damage depends on how much Combo you have accumulated, it's possible for throwing the gun to be more dangerous than shooting it.
* UnexplainedRecovery: All of the bosses will survive fighting you to be jailed, even if you threw them off a roof. It gets particularly noticeable with the Assassins, who keep coming back for another fight.



* WeNeedADistraction: The i Completi will pull this on you, as their bartenders will weaken you with distracting bartending tricks.

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* WeNeedADistraction: The i Completi will pull this on you, as their bartenders will weaken you with distracting bartending tricks. You can also use the Distraction enhancement, which reduces damage received.


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* WrestlerInAllOfUs: Among the various throw cards you have the Suplex (a German Suplex, to be specific) and the Chokeslam.
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* FrightDeathrap: The version of the Warning Shot used by the [[spoiler:Assassin Boss]] will cause you to take damage, possibly resulting in Agent 11 dying from sheer intimidation.

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* FrightDeathrap: FrightDeathtrap: The version of the Warning Shot used by the [[spoiler:Assassin Boss]] will cause you to take damage, possibly resulting in Agent 11 dying from sheer intimidation.

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A [=DLC=], ''Weapon of Choice'' was announced in August, 2023. Promised features include GunKata, Endless Mode, more enemies, another enemy faction, and another Agent 11.

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A [=DLC=], ''Weapon of Choice'' was announced in August, 2023 and released on September 28, 2023. Promised features Features include GunKata, GunFu, Endless Mode, more enemies, another enemy faction, and another Agent 11.



* ColorCodedForYourConvenience: Agent 11 and their handler are black [[spoiler:as are the rogue Section Eleven agents]], the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
* CombatPragmatist: Agent 11 never goes as far as to use guns, but they're willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on their opponents.
* CombatStilettos: The feminine Agent 11 wears heels, and is just as deadly.

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* BottomlessMagazines: In play for everybody using a gun, naturally. The Agent can [[SubvertedTrope subvert]] this, however, by using the Reload card (to draw more pistol cards), and the Empty Magazine card will make them [[ThrowAwayGuns toss their gun to the ground]].
* ColorCodedForYourConvenience: Agent 11 and their handler are black [[spoiler:as are the rogue Section Eleven agents]], the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
purple, and the Assassins are brown.
* CombatPragmatist: Agent 11 never goes as far as to use guns, but they're is willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on their opponents.
opponents. With the ''Weapon of Choice'' DLC, they can also simply [[NeverBringAKnifeToAGunFight bring a gun to a fist fight]], and pull off tricks such as grabbing the target and shooting them in the gut.
* CombatStilettos: The feminine variants of the Agent 11 wears wear heels, and is are just as deadly.



* DeadlyDodging: Attacks that target multiple tiles affect the first character they reach, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way and letting someone else take the hit. There's also the Dodge card, a specific action that allows Agent 11 to move up to two spaces in any direction, while any enemies that were targeting their position trigger their attacks (in addition to attacking on their own turn).

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* DeadlyDodging: Attacks that target multiple tiles affect the first character they reach, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way and letting someone else take the hit. There's also the Dodge Shimmy card, a specific action that allows Agent 11 to move up to two 1-2 spaces in any direction, while any enemies that were targeting their position trigger their attacks (in addition to attacking on their own turn).turn). Dodging a ranged attack will also cause it to continue onward, possibly resulting in an enemy shooting one of their own. This can also play to the disadvantage of enemies with dodges, if you're using a ranged attack to target whoever's behind them.



* DoesntLikeGuns: While some mooks bring guns, Agent 11 only uses thrown darts and knives for their ranged attacks.
* DressedToKill: Agent 11 wears a sharp suit while taking on enemies.

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* DoesntLikeGuns: While some mooks bring guns, the vanilla game's Agent 11 only uses thrown darts and knives for their ranged attacks.
attacks. ''Weapon of Choice'' does let you use a gun, but the intro of the DLC campaign makes it obvious that Agent 11 is uncomfortable with using them.
* DressedToKill: Two variants of the Agent 11 wears wear a sharp suit while taking on enemies.



* ExactlyWhatIAimedAt: A variant applies with the Near-Miss card, which makes you miss the first target (who will be stunned despite being unharmed), but allows you to hit whoever's behind them.



* FrightDeathrap: The version of the Warning Shot used by the [[spoiler:Assassin Boss]] will cause you to take damage, possibly resulting in Agent 11 dying from sheer intimidation.



* GunFu: ''Weapon of Choice'' lets you engage in this with gusto, as drawing a gun doesn't restrict your use of melee cards at all.



* IntimidationDemonstration: The Warning Shot card will make you to fire off in the air, causing the targeted enemy to be stunned. The [[spoiler: Assassin Boss]] can also do it to you, but it causes you to [[FrightDeathtrap take damage instead]].



* MarathonBoss: [[spoiler:Downplayed. The full release's final mission is a long fight with Agent XI and his mercenaries aboard his airplane, and each of the three levels [[FrontlineGeneral has you fighting him as well]]. You can rest between scenes, but you have to conserve Agent 11's health as well.]]

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* MarathonBoss: [[spoiler:Downplayed. The full release's final mission is a long fight with Agent XI XI/Assassin Boss and his mercenaries their henchmen aboard his airplane, their airplane/ship, and each of the three levels [[FrontlineGeneral has you fighting him the boss as well]]. You can rest between scenes, but you have to conserve Agent 11's health as well.]]



* NearMisses: Can be [[InvokedTrope invoked]] with the Near Miss card, which will stun the first enemy in your line of fire, and then hit whoever's behind them.



** Set to change with the [=DLC=], ''Weapon of Choice'', which will introduce gunplay into Agent 11's combat style.

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** Set to change with the [=DLC=], * NeverBringAKnifeToAGunFight: The ''Weapon of Choice'', which will introduce gunplay into Agent 11's combat style.Choice'' DLC gives you the ability to use a gun. Nothing prevents you from simply gunning down the mostly-melee mooks, although the small size of the locations means that it's not a guaranteed win.



* PistolWhipping: Having your gun drawn doesn't alter the animations of the melee cards, possibly resulting in you hitting enemies with it. The assassins also use this, as the [[spoiler:Boss]] and upgraded Gas Masker will strike with their guns as a melee counter.



* RailingKill: Some level edges are guarded by railings, making it impossible to tackle or suplex enemies off the edge, but any other push attack will push them over the railing to their doom, in classical fashion. The player can even use a basic sideways shove to flip them over and out.



* RecurringBoss: The Assassin lieutenants will constantly reappear in the DLC campagin, getting stronger with each time. Agent 11 will eventually start making fun of them for being so persistent.



** RailingKill: Some level edges are guarded by railings, making it impossible to tackle or suplex enemies off the edge, but any other push attack will push them over the railing to their doom, in classical fashion. The player can even use a basic sideways shove to flip them over and out.

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** * RailingKill: Some level edges are guarded by railings, making it impossible to tackle or suplex enemies off the edge, but any other push attack will push them over the railing to their doom, in classical fashion. The player can even use a basic sideways shove to flip them over and out.


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* ThrowAwayGuns: The Empty Magazine will cause the Agent to throw their gun to the floor after spending all the ammo in it. Nothing prevents you from immediately drawing another gun afterwards.

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%%[[caption-width-right:350:some caption text]]

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%%[[caption-width-right:350:some caption text]]
%%[[caption-width-right:350:Close Quarters Brawl]]


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A [=DLC=], ''Weapon of Choice'' was announced in August, 2023. Promised features include GunKata, Endless Mode, more enemies, another enemy faction, and another Agent 11.


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** Set to change with the [=DLC=], ''Weapon of Choice'', which will introduce gunplay into Agent 11's combat style.

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* DodgeTheBullet: {{Downplayed}}. If the player's block is high enough to absorb the damage from a firearm, Agent 11 avoids the bullet by ducking their head to the side in a NonchalantDodge. That said, bullets do high enough damage that it's unlikely the player can fully block multiple attacks this way.

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* DodgeTheBullet: {{Downplayed}}. If the player's block is high enough to absorb the damage from has a firearm, dodge active, Agent 11 avoids the bullet by ducking their head to the side in a NonchalantDodge. That said, bullets do high enough damage that it's unlikely the player can fully block multiple attacks this way.NonchalantDodge.


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* ParryingBullets: If the player's block is high enough, Agent 11 can block bullets and thrown knives by catching them on their bare forearm. That said, bullets do high enough damage that it's unlikely the player can fully block multiple attacks this way.
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* DodgeTheBullet: {{Downplayed}}. If the player's block is high enough to absorb the damage from a firearm, Agent 11 avoids the bullet by ducking their head to the side in a NonchalantDodge. That said, bullets do high enough damage that it's unlikely the player can fully block multiple attacks this way.


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* IShallTauntYou: The "Taunt" card forces any enemy in the battle to use their attack immediately, likely hurting their friends. The "Get Over Here" card, meanwhile, compels an enemy to take two steps towards you, which can lure them into the attack zones of other goons.


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* NeverBringAGunToAKnifeFight: Some enemies come to the fight armed with guns, but in the tight confines and crowded melees of the game's arenas, Agent 11 can avoid giving them a clear shot, close the distance for a beat-down, or exploit their relatively high damage to take out other henchmen.
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* DeadlyDodging: Attacks that target multiple tiles affect the first character they reach, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way and letting someone else take the hit.

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* DeadlyDodging: Attacks that target multiple tiles affect the first character they reach, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way and letting someone else take the hit. There's also the Dodge card, a specific action that allows Agent 11 to move up to two spaces in any direction, while any enemies that were targeting their position trigger their attacks (in addition to attacking on their own turn).

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