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* BoringButPractical: The Barrier Decoy. It doesn't attack or do anything flashy, but it is completely immune to most small arms fire, draws enemy fire away and has loads of HP against other attacks. They are pretty much ''essential'' for helping your squishy attack turrets survive.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stomwinds.jpeg]]
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''Stormwinds'' is a series of AdobeFlash WebGames made by Hero Interactive, an ActionGame which plays like a hybrid of ShootEmUp and RealTimeStrategy.

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''Stormwinds'' is a series of AdobeFlash UsefulNotes/AdobeFlash WebGames made by Hero Interactive, an ActionGame which plays like a hybrid of ShootEmUp and RealTimeStrategy.
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* WeCannotGoOnWithoutYou: Lose all your offense turrets and you lose the level, even if you had defensive turrets. This is justifed since you would not have any means to destroy the invading air fleet.

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* WeCannotGoOnWithoutYou: Lose all your offense turrets and you lose the level, even if you had defensive turrets. This is justifed since you would not have any means to destroy the invading air fleet.fleet.
* ZergRush: Drone enemies appear in great numbers but have very low health individually. The Frozen Peaks stage features mainly weak but numerous units, and the boss is even a unit that [[AsteroidsMonster releases a swarm of drones when destroyed]]. That is not to say that all the enemies in the particular level are weak, since it also features a HeavilyArmoredMook enemy as well as a DeflectorShield generating helicopter.

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* ContractualBossImmunity: The second game's FinalBoss is immune to the [[SmartBomb Apocalypse turret]] which is otherwise a OneHitKill on all non-boss units. Even the "boss" units at the end of all the other levels are not immune to the Apocalypse turret.

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* ContractualBossImmunity: The second game's FinalBoss is immune to the [[SmartBomb Apocalypse turret]] Cannon]] which is otherwise a OneHitKill on all non-boss units. Even the "boss" units at the end of all the other levels are not ''not'' immune to the Apocalypse turret.Cannon.



* OneHitKill: The Apocalypse turret will destroy any non-boss enemy in the game, regardless of health/armor. This even includes the supposed bosses at the end of each stage that isn't the final one.

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* OneHitKill: The Apocalypse turret Cannon will destroy any non-boss enemy in the game, regardless of health/armor. This even includes the supposed bosses at the end of each stage that isn't the final one.


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* SmartBomb: The Apocalypse Cannon destroys all enemies on the screen as long as they aren't the FinalBoss.
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* ContractualBossImmunity: The second game's FinalBoss is immune to the [[SmartBomb Apocalypse turret]] which is otherwise a OneHitKill on all non-boss units. Even the "boss" units at the end of all the other levels are not immune to the Apocalypse turret.


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* OneHitKill: The Apocalypse turret will destroy any non-boss enemy in the game, regardless of health/armor. This even includes the supposed bosses at the end of each stage that isn't the final one.
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The game can be played [[http://armorgames.com/play/543/stormwinds-15 here]], ''The Lost Campaigns'' can be played [[http://armorgames.com/play/3099/stormwinds-the-lost-campaigns here]] and ''The Mary Reed Chronicles can be played [[http://armorgames.com/play/7211/sw-the-mary-reed-chronicles here]].

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The game can be played [[http://armorgames.com/play/543/stormwinds-15 here]], ''The Lost Campaigns'' can be played [[http://armorgames.com/play/3099/stormwinds-the-lost-campaigns here]] and ''The Mary Reed Chronicles Chronicles'' can be played [[http://armorgames.com/play/7211/sw-the-mary-reed-chronicles here]].
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* AlphaStrike: The Radio Plasmid gun is the only gun that can fire simultaneously, with other Radio Plasmid Guns. Since all of them fire at the mouse cursor, a combined effort can really dish out the damage quickly.
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* GoldColoredSuperiority: In ''Lost Campaigns'', almost all the boss-level enemies are made of shiny metal with golden highlights, including the FinalBoss.

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* KingMook: In ''Lost Campaigns'', the golden helicopter enemies are souped-up, armored versions of the teleporting drones. The final form of the FinalBoss is an even stronger version of these golden helicopter enemies with armor-piercing rapid fire attacks and even more health.



* KingMook: In ''Lost Campaigns'', the golden helicopter enemies are souped-up, armored versions of the teleporting drones. The final form of the FinalBoss is an even stronger version of these golden helicopter enemies with armor-piercing rapid fire attacks and even more health.

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* GiantMook: Several of them. These range from a huge armored battleship [[AchillesHeel carried by a bunch of flimsy balloons]], to a MookMaker carrying attack helicopters, to a huge L-shaped craft that provides enemies with DeflectorShields, to a dolphin-looking thing with a WaveMotionGun, etc. Later on even the first boss becomes a DegradedBoss. All of them have a good amount of health, but a weak spot that makes them take incredible damage if attacked.

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* GiantMook: Several of them. These range from a huge armored battleship [[AchillesHeel carried by a bunch of flimsy balloons]], to a MookMaker carrying attack helicopters, to a strange contraption housing teleporting drones, to a huge L-shaped craft that provides enemies with DeflectorShields, to a dolphin-looking thing with a WaveMotionGun, etc.to an irritatingly durable golden teleporting helicopter. Later on even the first boss becomes a DegradedBoss. All of them have a good amount of health, but a weak spot that makes them take incredible damage if attacked.


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* KingMook: In ''Lost Campaigns'', the golden helicopter enemies are souped-up, armored versions of the teleporting drones. The final form of the FinalBoss is an even stronger version of these golden helicopter enemies with armor-piercing rapid fire attacks and even more health.
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* MookMaker: The final wave of the second stage in ''Lost Campaigns'' features a blimp carrying three machine gun helicopters on its underside. It will release them one by one while also providing covering mortar fire.
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* AsteroidsMonster: Frozen Peaks' "boss" level in ''Lost Campaigns'' has a GiantMook that releases four teleporting machine gun drones upon destruction. It later appears as a regular enemy later on.
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* LogicalWeakness: Enemies take far more damage than normal if they're shot in the balloons keeping them afloat, since they're useless if they cannot fly. Likewise, enemies with exposed machinery are vulnerable to damage on those sections.
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* ImmuneToBullets: The Barrier Decoy is immune t

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* ImmuneToBullets: The Barrier Decoy is immune tto enemy small arms fire. This is very useful as enemies with said weaponry fire immediately as soon as they enter the screen, and opposing small arms fire is an AlwaysAccurateAttack since your turrets cannot dodge.
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* TheGoomba: Small helicopter drones have low health and have ''no weaponry at all''. They are quite hard to hit without fast projectiles, however.

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* ImmuneToBullets: The Barrier Decoy is immune t



* StoneWall: The Barrier Decoy is a turret that has no offense and cannot even deal any damage. However, it has a very good amount of health, and placing one in front attracts enemy machinegun fire to it, which the Barrier Decoy is [[ImmuneToBullets immune to]].

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* StoneWall: The StoneWall:
** On the Argorian side, we have the
Barrier Decoy is Decoy. It's a decoy turret that has no offense and cannot even deal any damage. However, it has a very good amount of health, and placing one in front attracts enemy machinegun fire to it, which the Barrier Decoy is [[ImmuneToBullets immune to]].to]].
** On the Demo side, we have an enemy that appears to be a huge metal chain wall that rises from the bottom of the screen. It doesn't attack at all, but attacks to the chain wall itself deal no damage, and its sole purpose is to block the player's shots from the enemies. Fortunately for the player, said chain wall is carried by ''[[AchillesHeel very vulnerable]]'' balloons.
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* StoneWall: The Barrier Decoy is a turret that has no offense and cannot even deal any damage. However, it has a very good amount of health, and placing one in front attracts enemy machinegun fire to it, which the Barrier Decoy is [[ImmuneToBullets immune to]].

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A sort-of sequel ''The Lost Campaigns'', and a point-and-click AdventureGame ''The Mary Reed Chronicles'' were also produced as part of the series.

The game can be played [[http://armorgames.com/play/543/stormwinds-15 here]], ''The Lost Campaigns'' can be played [[http://armorgames.com/play/3099/stormwinds-the-lost-campaigns here]] and ''The Mary Reed Chronicles can be played [[http://armorgames.com/play/7211/sw-the-mary-reed-chronicles here]].



* GenreShift: ''The Mary Read Chronicles'' is a point-and-click adventure game than a TowerDefense[=/=]ShootEmUp hybrid.

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* GenreShift: ''The Mary Read Reed Chronicles'' is a point-and-click adventure game than a TowerDefense[=/=]ShootEmUp hybrid.
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* DegradedBoss: The very first boss in ''Lost Campaigns'' shows up in later levels as a GiantMook. By then, you've got enough firepower to be able to deal with them. The final wave enemy of the second level (a carrier blimp carrying three mooks) also shows up as a regular enemy... in the ''first wave'' of the third stage.


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* FragileSpeedster: Drone enemies have low health, but they fly all over the place and are hard to hit due to small size. Later variants come with machine guns and even TeleportSpam.


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* GiantMook: Several of them. These range from a huge armored battleship [[AchillesHeel carried by a bunch of flimsy balloons]], to a MookMaker carrying attack helicopters, to a huge L-shaped craft that provides enemies with DeflectorShields, to a dolphin-looking thing with a WaveMotionGun, etc. Later on even the first boss becomes a DegradedBoss. All of them have a good amount of health, but a weak spot that makes them take incredible damage if attacked.
* HeavilyArmoredMook: Several mooks have armored, gray metal spots on them. Attacking them there deals reduced damage or even none at all. Thankfully, all of these mooks have a weak point that the player can take advantage of.


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* ShootTheMedicFirst: In ''Lost Campaigns'', one of the mooks is a gray helicopter that doesn't attack, but projects DeflectorShields onto another enemy causing said enemy to enjoy DamageReduction. Naturally, shooting down these gray helicopters is a top priority.

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* BrutalBonusLevel: "The Twenty-Five" in ''Lost Campaigns''. 25 waves of increasingly harder enemies including {{Degraded Boss}}es and GiantMooks.

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* AttackItsWeakPoint: Almost every enemy has a weak spot. If you see anything on the enemy vehicles that resembles parachutes, flotation balloons or exposed SteamPunk machinery, attacking them in those spots will make them ''hurt'', often causing extra or even double damage. Usually, around halfway through the first level of each game, a {{Heavily Armored|Mook}} GiantMook hanging from a ''very obvious'' bunch of balloons is introduced, quickly teaching the player that they need to strike said balloons to end it effectively.
* BrutalBonusLevel: "The Twenty-Five" in ''Lost Campaigns''. 25 waves of increasingly harder enemies including {{Degraded Boss}}es and GiantMooks.{{Giant Mook}}s.


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* FinalExamBoss: The FinalBoss of ''Lost Campaigns'', which has three forms:
** The first form is a huge, armored behemoth with a weakpoint in the underbelly, you need to position a weapon there and quickly attack it while enduring its salvos of huge, but destructible missiles, somewhat akin to the first boss.
** The second form has three vulnerable balloons as minions, all of which project DeflectorShields onto the boss. The player needs to attack the balloons and destroy them before hitting the boss in its exposed machinery, all the while the boss charges up a WaveMotionGun to attack the player's turrets in a similar manner to a GiantMook.
** The final form has the boss become a fast, flying helicopter, essentially a KingMook version of the brown, teleporting helicopter enemies (themselves a KingMook version of another enemy) you faced in the level. Over here, speed and accuracy is key, as [[RushBoss while the boss itself doesn't have too much HP, it puts out a lot of damage]] and flies and teleports past your defences in an erratic manner.
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''Stormwinds'' is a series of AdobeFlash WebGames made by Hero Interactive, an ActionGame which plays like a hybrid of ShootEmUp and RealTimeStrategy.

The nation of Argoria is under attack by the airfleet of invading nation Demo, and it's up to the player and their defences to stop the Demon invasion. Defending Argoria's forts against an oncoming enemy, you must purchase and place turrets on the structure and keep them in good working order. As enemy waves fly in, the player has to select a turret --only one at a time-- and start firing. It's an intriguing combination of game types that's both strategy-oriented and action-packed.

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!! Tropes present in the series:
* AirborneMook: ''Every single enemy'' in the series is a flying machine of the Demo Empire. Justified as the Demo Empire is attacking from over the ocean.
* BrutalBonusLevel: "The Twenty-Five" in ''Lost Campaigns''. 25 waves of increasingly harder enemies including {{Degraded Boss}}es and GiantMooks.
* DifficultButAwesome: The starting weapon, the Heavy Cannon. It has a good amount of health and a great amount of attacking power, but like the Bazooka in the ''VideoGame/{{Worms}}'' series, you need to aim it and charge and hold it to make its gravity-affected projectile fly further. Mastering this weapon, however, can and ''will'' decimate enemies in short order thanks to its incredibly high damage when upgraded.
* DownerEnding: In ''Lost Campaigns'', despite the player's best efforts, [[TheBadGuyWins the Empire of Demo manages to reach the capital kingdom of Argoria despite being crippled and raze it to the ground]]. All hope is not lost, however, as the princess and a few civilians manage to escape in time.
* ExperiencePoints: Killing enemies causes your active turrets in battle to gain experience points, which allows them to level up and gain two skill points. Skill Points can then be used to upgrade turrets to be better suited at facing the invading forces.
* FakeUltimateMook: The first zone in each game tends to introduce a [[GiantMook huge, durable, armored enemy battleship with heavy weaponry]]. It also has a bunch of ''very obvious'' balloons that it's hanging from, and once the player learns to AttackItsWeakPoint, said enemy tends to pose ''far'' less of a threat.
* ForegoneVictory: Inverted in ''Lost Campaigns''. Despite your efforts, the Empire of Demo ''will'' [[TheBadGuyWins get to the city of Argoria in the end and raze it]]. In fact, the player's job ''isn't to destroy their forces'', but to whittle them down and [[HoldTheLine buy time for the inner defenders to get more preparations]].
* GenreShift: ''The Mary Read Chronicles'' is a point-and-click adventure game than a TowerDefense[=/=]ShootEmUp hybrid.
* HoldTheLine: All the games are like this, where the player needs to keep the enemy forces at bay until all waves are over. The sequel is even like this, where the player's efforts are to delay the inevitable invasion of Demo, not stop it.
* SpreadShot: The Spread Machine Gun fires a 3-way spread shot at rapid intervals. With enough attack boosts, it becomes one of the best weapons in the game, even becoming able to do DeathOfAThousandCuts to {{Heavily Armored Mook}}s.
* SteamPunk: The game's aesthetic boils down to this, especially in the designs of Demo's airships.
* WeCannotGoOnWithoutYou: Lose all your offense turrets and you lose the level, even if you had defensive turrets. This is justifed since you would not have any means to destroy the invading air fleet.

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