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From left to right: Ego, Emmet, and Emma. Not pictured: Ann, Alvin, Azzy, and Tyrannia.
Annventure is a RPG Maker game created by Yoobii from Game Jolt.
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Ann is just a simple kind of girl who wants to live life to the fullest. She usually accomplishes this by sleeping late at night and then not waking up until the afternoon sun is shining bright. Being the great person she is, all of her friends are excited to see her when she finally wakes up.

However, last night, Ann didn’t sleep. Well, she tried. She just… couldn’t. This morning, without getting any sleep at all, she got out of bed way earlier than she normally would.

This, was the first of many, many things to go wrong.

The game can be downloaded here, and it's sequel, Annventure of a Lifetime, here. The third game of the Trilogy, ''Annventure to Remember'', is in production.

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Tropes associated with Annventure:

  • Abhorrent Admirer: Alvin, during the Corn Field segment, thinks he's rescuing Ann from a killer (unaware that the killer is Ann herself), and tries to flirt with her, only leaving her at first to catch up with her in Ghostly Waters, and apparently getting killed by her (just latter he returns, revealing he survived). Subverted when it's revealed Alvin already had a girlfriend and he was controlled as part of a Batman Gambit of Tyrannia.
  • Aerith and Bob: The playable characters. While most of them have common names like Emma and Alvin, Ego and Azzy are the names that stick out (specially the former).
  • all lowercase letters: The owner of the Corn Fielf, Cornelia Fielf, speaks like this.
  • Alone with the Psycho: Parpar tasks Emma and Ego with picking the Mind Traveler. But since he's alone with a possessed Ann...
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  • And Now for Someone Completely Different: The game starts with Ann, in a day completely different than normal for her routine, that results in her Demonic Possession and Start of Darkness. Then, we switch for her friend Emma, who is going after her after she escapes from the chair she wrapped her in. It's only post-final battle, after Tyrannia is purged out of her, that Ann becomes controllable again.
  • Battle Theme Music: Of Situational variation. Said variations are: "Battle Against A Spooky Opponent", "Battle Against A Playful Opponent" and "Battle Against A Mildly Threatening Opponent".
  • Big Bad: Tyrannia, the demon possessing Ann.
  • Black Eyes of Evil: Ann gets them after "killing" Ego, and stays with them during a good part of the game.
  • Clingy Jealous Girl: Azzy hates other girls talking to her boyfriend Alvin.
  • Decoy Protagonist: Despite being the character whose name is featured on the title screen, and with no doubt one of the most important characters of the game, we only play with Ann in the very beginning, in something that could be called the start of her killing spree. For the rest of the game, the one that leads the party is Emma, her friend that decides to go after her. But Subverted a little when we get to play with Ann right near the ending, after defeating the Big Bad.
  • Demonic Possession: The whole plot is driven up because Ann was possessed by something eldritch in nature and the party must stop her. Near the end, we are given more details: the entity possessing her is Tyrannia, and she manipulated some characters inside the game to gain power enough to possess Ann and be able to wreck chaos. And someone that actually helped her alot during the process was the player.
  • Early-Bird Cameo: Emma and Ego (the former the main character the player controls for the majority of the game, the latter a boss and also a party member) appear first in Nirvana Town as NPC's.
  • Emergency Transformation: Professor Parpar becomes cybernetic later in the game due to being attacked by Ann.
  • Everyone Has Standards:
Ego: Can't you just leave me alone? You honestly scare me. You worry me. I haven't been this scared ever since... nevermind. Just please go away.
  • Exactly What It Says on the Tin: One of the characters is a girl with dark hair and eyes and a shirt and shoes with a purple half and a green half called Ego. Her personality is defined by her egoism.
  • Extra-Dimensional Shortcut: The black-and-white "tunnel area", with a glitchy screen and a creepy soundtrack with winds and strange ambient sounds.
  • Foreshadowing: There's four signs in the upper right part of Winterside that speaks about how The Power of Love will always win agains't evil and that You Are Not Alone because you'll always have someone that loves you for who you are. It foreshadows Emmet's confession for Ann, and their united love being the thing that ultimately defeats the Big Bad.
  • Fourth-Wall Observer: Tyrannia is one-hundred percent aware of the player's existence, and tries to manipulate them into giving her their soul so they can "win" the game. Thankfully, Emmet figures out how to defeat her in the nick of time.
  • Hello, [Insert Name Here]: The game asks for your name when you start a new save file. This doesn't seem to affect too much the game, since none of the character's use the name you input. Because you're actually a entity that the villain talks too.
  • Heroic Mime: Inverted. Ann and Emma have their own personalities, the former being a The Everyman girl that got caught in a day very different from her normal routine and the latter being a Socially Awkward Hero.
  • Inflating Body Gag: Ego invokes this trope, and it works like a superpowered form.
  • Irony: When you reach Fallside, a NPC tells that everyone is planning to evacuate to Summerside due to the killing spree of Ann. When we actually get close to Summerside, everyone is evacuating from the town, and everyone in there was already killed.
  • I Shall Return: The Big Bad pulls one in the ending before getting defeated for sure. She, in fact, comes back for Annventure of a Lifetime.
  • Joke Character: A purple dog appear in some areas of the game, asking you for a pet. Independent if you accept or not petting the dog, it says something weird and leaves in the blink of a eye.
  • Journey to the Center of the Mind: Done in Alvin's mind and in Ann's on the finale.
  • Jump Scare: During the road to leave Winterside and go to Fallside, after the former becomes a Ghost Town, during a certain moment, possessed Ann will briefly pop behind, walking towards you, but quickly fade away.
  • Lampshade Hanging: The slogan of the bar of Fallside? "The place where the plot moves forward".
  • Letting the Air Out of the Band: The quirky but cheerful music of the Corn Fielf slows down when you kill a innocent farmer for calling you out in burning the corn. It gets even slower when another farmer runs away from you, calling you a monster, and after you cross the Extra-Dimensional Shortcut in the area, it finally goes silent. When you meet the Corn Fielf's owner, and she begs for mercy, the music comes back, even slower.
  • Mad Scientist: Professor Parpar. However, he ends up helping the heroes giving them the Mind Traveler, a device that allows them to enter someone's mindm that ends being used twice.
  • Meaningful Name: Ego, a Small Name, Big Ego girl that doesn't waste a chance to boast about how amazing she is.
  • Motifs: The town's name pattern is a season with the word side (ex: Winterside).
  • Musicalis Interruptus: The song of the opening goes dead silent when it reaches the part of "many things to go wrong". Played for a creepy effect, since it's foreshadowing the plot.
  • Nonstandard Game Over: Refusing to accept Tyrannia's request to have your soul so you can win the game results in a Game Over screen.
  • Not Quite Dead: Alvin and Ego are killed on-screen by a demonically possessed Ann, yet they appear latter well and fine, ready to help Emma find her.
  • Omnicidal Maniac: The demon, while possessing Ann's body, causes mass genocide in every town we visit after we return from a quest associated with it. It's bloodust gets to the point Summerside (the last town we visit) becomes a Ghost Town after it's remaining living inhabitants leave before we can come.
  • One-Gender Race: The workers of the "Corn Fielf" are all blue clones of a single person (Cornelia Fielf) that, for some reason or another, don't do their work. However, one of them call you out for burning the rotten corn and orders you to leave immediately. But it only results in her engaging in battle with Ann.
  • Out of Character Is Serious Business: Exaggerated. When Ann, an completely normal girl, ends up waking up earlier than she does in her normal routine, it ends up being the cataclysm for a series of events that results in her being possessed by a fourth-wall breaking demon (more precisely, a demoness) and going on a omnicidal spree.
  • Prophet Eyes: Ann has these on the first phase of the Demonic Possession, after killing the Corn Fielf's owner.
  • Player and Protagonist Integration: Thanks to the reveal that the player is an actual character in-game, it can be assumed they had the Controller type of relationship with Possessed!Ann.
  • The Power of Love: The love between Ann and Emmet gives them strenght to finally fight agains't Tyrannia. It's the skill attack both of them gain and is described as the most powerful thing in existence.
  • Psychic Powers: Emmmet has these, which allow him to enter Ann's mind and save her from Tyrannia.
  • Punny Name: The title of the game/trilogy itself is a fusion of the name of the central character and adventure.
  • Red/Green Contrast: In Annventure of a Lifetime, Alvin wears a white shirt with green sleeves and a red scarf.
  • Retraux: The art style and some songs of the soundtrack that, for example, sound like something from the NES or SEGA Genesis.
  • Running Gag: The three themes associated with fighting Ego: "I'm Not Scared Of You", "I'm Still Not Scared Of You" and "I'm Still Really Not Scared Of You".
  • Sadistic Choice: The Big Bad offers for you in the ending to either give your (as in, the player's) soul to them so they can make you win the game, or refuse.
  • Save Point: The phones are used for that if you call Pinkie, a character you meet in Nirvana Town. During the beginning, when you play as Ann, water pools work as this trope.
  • Sequel: Has one called Annventure of a Lifetime, where Ann and co. must defeat once again the first game's Big Bad. It became a Trilogy in 2019 with Annventure to Remember, intended by Yoobii to be a Grand Finale.
  • Small Name, Big Ego: Ego. She's not weak at all, but her ego is flat as a balloon...which it's played at (see Inflating Body Gag above). The sole reason she even joins Emma to (initially) go to Winterside find help for Ann is because she was attacked by her and was entitled to go along with her best friend.
Ego: Look around! There's ghosts! Ghosts all over the place! You should be frozen with fear! Not me. I'm the bravest person around!
  • Standard RPG Items: Foods and drinks recovers your health, and souls are used to revive a party member.
  • Theme Music Power-Up: "I'm Still Really Not Scared of You" is this for Ego fighting in her inflated form.
  • Token Minority: Azzy, the only brown-skinned girl in the group.
  • True Companions: By the time of Annventure of a Lifetime, the playable characters forged themselves into this trope.
They became the bestest and closest friends. Not one day went by where they didn’t spend time together.
  • Ultimate Evil: We never see how the demon that possessed Ann looks like, even after we learn her name and see her talking.
  • Villainous Breakdown: Tyrannia begs the player to let her win and claims that The Power of Love doesn't exist before accepting her defeat and pulling a I Shall Return.
  • Warmup Boss: Cornelia Fielf. She comes with two easily killable "Mysterious Liquid"'s (aka still non-formed employees of hers), and she only starts to actually attack after you kill one of them.
  • Your Soul Is Mine: Tyrannia pratically forces you (the player) to give her your soul (if you refuse, it ends in a Nonstandard Game Over). Emmet intervines before it can actually happen, though.


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