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* EvilElevator: The game starts as this, with the elevator malfunctioning and stopping mid-ascent. It turns into a {{Hellevator}} for the rest of the game, though, with ''multiple'' stops.

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* EvilElevator: EvilElevator:
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The game starts as this, with the elevator malfunctioning and stopping mid-ascent. It turns into a {{Hellevator}} for the rest of the game, though, with ''multiple'' stops.



* VisualNovel

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* %%* VisualNovel
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* TalkerAndDoer: Where Co-Worker, the stereotypical silver-tongued salesman, is the Talker- and Protag, the nerve-wracked yet determined new hire is the Doer.

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* TalkerAndDoer: Where Co-Worker, the stereotypical silver-tongued salesman, is the Talker- and Protag, the nerve-wracked yet determined new hire hire, is the Doer.
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* TalkerAndDoer: Where Co-Worker, the stereotypical silver-tongued salesman, is the Talker- and Protag, the nerve-wracked yet determined new hire is the Doer.
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* PsychedelicComedyBromance: Protag and Co-Worker serve as an OddCouple-adjacent duo, constantly thrust into surreal and terrifying situations by the elevator they’re stuck inside of.
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''Elevator Hitch,'' released on September 28th, 2022, is an independently developed visual novel made by [=RachelDrawsThis=] and Ekrixart- with an original soundtrack composed by [=BellKalengar=]- for the 2022 Spooktober Visual Novel Jam on Itch.io. Set in a 70s-themed office elevator, ''Elevator Hitch'' is an escape room/surreal horror game with multiple endings. Created using [=RPG Maker=], the game makes use of both classic visual novel-style [=CGs=] and sprites, as well as a small 3D environment with point-and-click interactivity.

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''Elevator Hitch,'' released on September 28th, 2022, is an independently developed visual novel made by Studio Investigrave (Comprised of [=RachelDrawsThis=] and Ekrixart- Ekrixart, with an original soundtrack composed by [=BellKalengar=]- [=BellKalengar=]) for the 2022 Spooktober Visual Novel Jam on Itch.io. Set in a 70s-themed office elevator, ''Elevator Hitch'' is an escape room/surreal horror game with multiple endings. Created using [=RPG Maker=], the game makes use of both classic visual novel-style [=CGs=] and sprites, as well as a small 3D environment with point-and-click interactivity.
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* BoomHeadshot: In the HELP ending, where both Protag and Coworker get their [[YourHeadASplode heads blown off]] by {{Instant Death Bullet}}s.

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* BoomHeadshot: In the HELP ending, where both Protag and Coworker Co-Worker get their [[YourHeadASplode heads blown off]] by {{Instant Death Bullet}}s.



* TheOutsiderBefriendsTheBest: The first person Protag meets in the office is a senior employee- who’s related to the CEO, no less. During the game's ending, Coworker tells Protag he'll see him on their break.

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* TheOutsiderBefriendsTheBest: The first person Protag meets in the office is a senior employee- who’s related to the CEO, no less. During the game's ending, Coworker Co-Worker tells Protag he'll see him on their break.
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* TheOutsiderBefriendsTheBest: The first person Protag meets in the office is a senior employee- who’s related to the CEO, no less. The ''second'' person has an office that looks like a cloudy blue sky on the top floor.

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* TheOutsiderBefriendsTheBest: The first person Protag meets in the office is a senior employee- who’s related to the CEO, no less. The ''second'' person has an office that looks like a cloudy blue sky on During the top floor.game's ending, Coworker tells Protag he'll see him on their break.
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* TheOutsiderBefriendsTheBest: The first person Protag meets in the office is a senior employee- who’s related to the CEO, no less. The ''second'' person has an office that looks like a cloudy blue sky on the top floor.
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[[caption-width-right:350:''[...You need this job.]'']]

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[[caption-width-right:350:''[...[[caption-width-right:350:''> [...You need this job.]'']]
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[[caption-width-right:350:You need this job.]]

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[[caption-width-right:350:You [[caption-width-right:350:''[...You need this job.]]
]'']]
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* ThatOneLevel: Floor 4 is this. You must find a sleeping pill in the room, which has its location [[DiceRollDeath randomized on each reset,]] and you have only three attempts to find it.
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!All spoilers for the game will be left unmarked in the trope examples below. Administrivia/YouHaveBeenWarned!
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fdwtx7cxwaiy0x7_9.png]]
[[caption-width-right:350:You need this job.]]

->''[The elevator doesn’t have anyone inside when it opens for you.]''
-->-- '''Intro Narration'''

''Elevator Hitch,'' released on September 28th, 2022, is an independently developed visual novel made by [=RachelDrawsThis=] and Ekrixart- with an original soundtrack composed by [=BellKalengar=]- for the 2022 Spooktober Visual Novel Jam on Itch.io. Set in a 70s-themed office elevator, ''Elevator Hitch'' is an escape room/surreal horror game with multiple endings. Created using [=RPG Maker=], the game makes use of both classic visual novel-style [=CGs=] and sprites, as well as a small 3D environment with point-and-click interactivity.

In the game, you play as the unnamed protagonist (referred to simply as ‘Protag’ by the developers and fans), who is a soon-to-be employee on his way to a job interview. After stepping into the elevator, and allowing another employee of the company to board, the elevator malfunctions on its ascent, leaving you and your future co-worker to find a way to fix the issue. Funnily enough, the broken elevator may end up proving to be the least of your problems, however, when you find yourself being taken to increasingly disturbing locations whilst moving between each floor of the building.
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!! ''Elevator Hitch'' contains examples of:

* BoomHeadshot: In the HELP ending, where both Protag and Coworker get their [[YourHeadASplode heads blown off]] by {{Instant Death Bullet}}s.
* BottomlessPits: Floor 9 is this- for Protag, at least. [[GravityIsAHarshMistress Normal Guy and Co-Worker are fine.]]
* CharacterDeath: Protag dies the most, but Co-Worker can also die in certain endings.
* ColorCodedSpeech: Each character speaks in different colored text. Protag gets red, Co-Worker gets teal, and so on.
* ClosedCircle: Protag and Co-Worker are trapped in an elevator, with the main goal being to reach the top floor, and escape.
* CuriosityKilledTheCast: Seen on most floors. If Protag has the option to investigate something further, it’s more likely than not that he’ll die because of it if the player doesn’t know what they’re doing.
* DeathAsGameMechanic: For all but one ending, the game sends you [[ResurrectionDeathLoop back to the start after you’ve died.]] Except, Protag remembers each time he dies, and you retain your inventory. Some puzzles require you to have died at least once before being able to actually solve them.
* DeathByPragmatism: In the HELP ending, which consists of the player clicking the CALL button in the broken elevator, and [[WaitingPuzzle waiting for rescue.]]
* DialogueTree: The way the player, as Protag, interacts with the other characters.
* DownerEnding: Not a single one of the possible endings is a happy one.
* DroneOfDread: After each death, before the reset, a brief, monotonous, droning ''beep'' plays.
* EnterSolutionHere: To gain access to Floor 9, the player must input a code they got from Floor 2 into a computer on the wall.
* EveryoneCallsHimBarkeep: The characters’ official monikers are Protag, Co-Worker, and Normal Guy. The former two do have actual names, but [[https://twitter.com/hankatun0921/status/1577904623339425792?s=20 [=RachelDrawsThis=] confirmed on Twitter]] that they’ll never be revealed.
* EvilDoppelganger: On Floor 8, Protag and Co-Worker come across [[AlternateSelf alternate versions of themselves]] that have been stuck in an impossibly adjacent elevator for far longer than them. The origin of the doppelgängers isn’t explained.
* EvilElevator: The game starts as this, with the elevator malfunctioning and stopping mid-ascent. It turns into a {{Hellevator}} for the rest of the game, though, with ''multiple'' stops.
** Later on, after cutting the wall of the elevator, it’s revealed that the elevator has fleshy bits behind its wallpaper, alluding to its possible sentience.
* EvilInc: Implied throughout the story, but most prominently in the ESCAPE and HIRED endings.
* ExpendableClone: After convincing Protag’s alternate self to hand over the scissors he has, the original Protag traps both his and Co-Worker’s doppelgängers inside the elevator once again. [[UncertainDoom Their fates are left ambiguous.]]
* FacialHorror: Protag and Co-Worker both suffer this fate, in different endings. Protag in the HIRED ending, and Co-Worker in the REAL ending.
* FastKillingRadiation: Floor 5 is a spent nuclear fuel chamber, and the radiation from it kills Protag (and presumably, Co-Worker) after just over 15 seconds of being in the room.
* GroundhogDayLoop: Protag is sent back to when the elevator first breaks after each time he dies. He remembers everything, and while Co-Worker claims he doesn’t, he does cryptically allude to past events in a way that calls the truth of that claim into question.
* IllKillYou: Protag’s doppelgänger says this after he and Co-Worker’s doppelgänger are [[IneffectualDeathThreats trapped in their elevator again.]]
* InitiationCeremony: Floor 9’s interview reads as this- as if the getting there part wasn’t hard enough already.
* ItSeemedLikeAGoodIdeaAtTheTime: Convinced that Co-Worker has been replaced by his alternate self in the REAL ending, Protag kills him off-screen with the stolen scissors, and follows the action by [[PummelingTheCorpse stabbing Co-Worker’s face beyond recognition.]]
* LiveItem: A rat that can be retrieved from a vent on the wall.
* LockAndKeyPuzzle: Given that this is a room escape game, most of the puzzles tend to be in this style. Only once is it used in a [[LockedDoor literal sense.]]
* MatchlightDangerRevelation: When you use Co-Worker’s lighter to light up Floor 3, it’s revealed you’re standing inside of a ''giant mouth.''
* MultipleEndings: 15 of them, to be exact. One of them is a secret ending, which is only accessible after [[OmegaEnding obtaining all other endings]] in a ''single playthrough.'' [[EarnYourBadEnding It’s not even a happy ending, on top of that.]]
* NightmarishNursery: Floor 4, which takes the form of a children’s bedroom.
* NothingIsScarier: On Floor 2, when faced with a pitch black hole in the wall which leads to DarknessEqualsDeath if examined. Also seen on Floor 3, which is entirely dark, at first, and ''also'' leads to the same fate if explored further without a light.
* OminousVisualGlitch: Used throughout the HIRED ending, where the game interface glitches intermittently as the text and images progress.
* OnlyOneSaveFile: And no manual saving, either!
* PointAndClickGame: Most of the gameplay that isn’t reading textboxes and dialogue trees consists of players clicking around the rooms on each floor to solve puzzles.
* PrimalFear: Invoked a lot in this game, the most obvious being Protag’s fear of heights shown on Floor 9.
* RespawnPoint: Inside of the elevator, right after it breaks.
* RoomEscapeGame: The main objective of the game is to get the elevator you’re stuck in to go to the correct floor, so you can get to your interview, and your future coworker can get to his meeting.
* ScrollingText: Which is often interrupted, either by another character speaking, or the character who ''was'' speaking… well, dying.
* SickeningSlaughterhouse: Floor 7 is this, to the point where blood covers everything in the room.
* SurprisinglySuddenDeath: The deaths are, more often than not, {{Jump Scare}}s. These usually cause the characters- and the narration, by extension- to be KilledMidSentence.
* SurrealHorror: With its inexplicable giant mouth rooms, fleshy elevators, and impossible architecture, ''Elevator Hitch'' most definitely makes good on its claim to be this.
* ThatOneLevel: Floor 4 is this. You must find a sleeping pill in the room, which has its location [[DiceRollDeath randomized on each reset,]] and you have only three attempts to find it.
* TheManyDeathsOfYou: The game has a unique set of [=CGs=] displayed for each death.
* VisualNovel
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