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Sandbox / Night Of The Full Moon

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In order to find the missing grandmother, Little Red Riding Hood went alone to the Black Forest, where it was always dark and night. She is about to face the guardian of the forest elves, the ferocious werewolf, the sedentary witch, the strange villagers and the truth that slowly surfaced… On the full moon night, the mysterious veil of the Black Forest will be unveiled one by one…
The game's plot summary, translated from Chinese

"Night of the Full Moon" is a stand-alone mobile Deckbuilding Game/Role-Playing Game hybrid by Soulgame Information with a story based on the tale of Little Red Riding Hood. You play as Red herself and start the game with the discovery that your beloved grandmother has disappeared into the dark forest beyond her house. You make the inadvisable choice to follow her… into the dark… all by yourself. What were you thinking?

Luckily Red's got some game. You choose one of six (five DLC) classes for Red [[Spoiler: or you can play as the son of the carpenter (DLC)]], and each enables a different starter deck of cards full of attacks and abilities.

  • If you want to get your hack and slash on, the Lady Knight is the way to go. Her play style is centered around Attack cards and racking up damage and positive effects.
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  • There's the Ranger, armed with a bow and quick reflexes. Her play style is centered on Action cards, status effects, and pulling off combos.
  • You can be a Nun, with powers of healing at your disposal. Her play style focuses on recovery, armor, and Prayers, effects that take effect after a certain amount of turns.
  • If Spell slinging is what you want, pick the Little Witch. With a playstyle centered around status effects, spell card and mana management.
  • The Magician also has spells at her disposal, though themed around cards, she can use all kinds of magic and trickery to both deny her opponent's cards and make her own stronger and cheaper.
  • The Apothecary throws potions to take away her opponent's ability to attack her. She does so by sticking, freezing. All the while she's leeching their life with poison, fire and dark potions.

  • Achievement System: This game has achievements you can meet, and these grant you extra cards in future runs.
  • Baleful Polymorph: Most of the monsters you encounter turn out to be this thanks to the church.
  • Burning with Anger: The Rage Bear, one of the bosses.
  • Chest Monster: One of the enemy encounters is this. Thankfully, you can skip it, but the EXP and Gold it gives (not to mention a combat to refresh your class-exclusive out-of-battle ability) can be worth fighting anyway if you so wish.
    Suspicious Chest: (when battled) Hey! It's your call!
    Suspicious Chest: (when defeated) Greed will lead you to death!
  • Corrupt Church: There are a lot of hints leading to the fact that the church is like this, and there are several foes who have their issues against it. They're also responsible for turning people into monsters (some of whom you fight as bosses or simple enemies), as well as going after the Hope family. They already killed Red's parents and hoped to silence Red and her grandmother, too, in order to snuff out the legend of the chance of lifting the curse. If Red defeats the Priest, the curse on the forest and humans get lifted, though the church's blind greed still remains.
  • Dark Is Not Evil: The Fallen Priest. Or at least ambivalent and willing to give advice. Ironic as the standard Priest is a Final Boss and a member of the Corrupt Church.
  • Deckbuilding Game: As you play your adventure, you start off with around 10 cards, but you get means to earn more along the way, and even means to delete and swap some, and given that your deck gets shuffled every turn, you'll want to make sure to not have too many (useless) cards
  • Endless Winter: A curse makes it this case all year round in the Dark Forest.
    Lumberjack: It snows all year round in the Dark Forest. It is quite abnormal
  • Elemental Embodiment: There are five: Stone, Water, Fire, Earth, and Lightning.
  • Final Boss: At the end of each run, you reach The Final Truth, where you choose out of three later four final bosses to fight.
    • Disc-One Final Boss: Depending on whether or not you have more Courage than Reputation or vice-versa (or even roughly equal), you have to face either the Werewolf or the Witch.
    • Once you've defeated the Werewolf and the Witch (in separate runs), you get to unlock the third boss: the Priest of the Corrupt Church.
    • True Final Boss: The Mystery Men, whom you can only see after defeating the Priest. However, to even fight them the first time around (subsequent runs—once you beat them—no longer have this), you have to accumulate up to at least 8 Courage or Reputation. It's Red's grandmother, whom she's been looking for.
  • Forbidden Love: One of your encounters, the Demoness, has a love affair with a human.
  • Gaia's Vengeance: Several encounters that aren't monsters comprise of natives who have dim views on humanity.
  • Hero Antagonist: Some of the encounters you run into aren't even bad guys at all, but stop you anyway out of worry for your safety, such as the Carpenter('s son), the Lumberjack, Border Patrol, the Guardsman (all at Act I), and the Hunter (at Act III).
  • Hypno Pendulum: The Hypnotist has one of these. If you choose wrong, he can even steal some of your gold, though not much as he's an early encounter.
  • Little Red Fighting Hood: Red herself, and in 4-6 different variants.
  • Mana Drain: The Silence Card does this to mana (in addition to 3 damage). The Darkness Card does this and depletes Action. The Priest is notorious for having this in his deck, making fighting him in any class other than Lady Knight (focuses on Attack cards) and the Nun (primarily uses Prayer cards)…challenging.
  • Mana Meter: You have one of these, and there are cards that restore or spend mana. These are requirements for when you play certain classes, especially for the Little Witch and the Magician, while you don't generally need to bother with this as the (Action-oriented) Ranger or (Attack-oriented) Lady Knight.
    • To a lesser extent, Actions are also locked this way, where you're only allowed to play a certain number of Action cards per turn (and all Classes need this), and which can even be drained or given extras of with certain cards.
  • Minimalist Run: Having only up to ten cards by the end of the game nets you the Minimalist achievement.
  • Multiple Endings: Depending on which Final Boss you beat.
  • No-Sell: The Frog Prophet is invulnerable to all damage. The trick is to hold out for four turns, after which the battle ends.
  • Sword In The Stone: You get to fight one of these as a boss. It's explicitly not Excalibur, but apparently its Evil Twin.
  • Roguelike: It has some elements of this in that you have one save file at a time. The difference is that you can try again after dying, but if your current deck makes the next battle(s) Unwinnable, you have to start over.
  • The Evils of Free Will: The Tin Man has thoughts of this after being defeated.
    Tin Man: If there is no free will, why be a human being?
  • Time Based Mission: When fighting against the Cerberus, you're given 10 seconds to play your cards before you're forced to end your turn. And if your total cards in hand exceed your current hand size, you're forced to discard them without a chance to back out (which you normally could to play them).
  • Tragic Monster: The Werewolf. He didn't want to fight you, and had went into the forest specifically to avoid harming the villagers. He's also a carpenter, whose son is one of the first enemy encounters, and his friend is the Lumberjack. He never gets to tell Red this after the beats him.
    • Most of the bosses, really, as the church turned them into monsters to silence them.


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