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Video Game / Annventure

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From left to right: Ego, Emmet, and Emma. Not pictured: Ann, Alvin, Azzy, and The Demon.

Annventure is an Earthbound-inspired RPG Maker horror game trilogy created by Yoobii from Game Jolt.

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. Soon she becomes possessed by a wicked demon who decides to use her to kill people en masse.

Emma, her friend, decides to go after her and free her from the demon. She will need friends to be able to do this, and will need to travel far and wide to save Ann.


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.

UPDATE: The third game was canceled and, in its place, ''An Annventure to End Them All'', a crossover with another one of Yoobii's games (The Brain & The Brawn), was made instead to serve as the trilogy's Grand Finale.

In adition, there is a fan game called ''Annventure Captivation'' by Prisim Sphere that is designed to be both a remake and reinterpretation of the first Annventure game, as well as a inflation fetism game for those who are interested. Right now, only the demo is available.


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 drag her into a corner for... something, and apparently gets 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 (especially the former).
  • all lowercase letters: The owner of the Corn Fielf, Cornelia Fielf, speaks like this. Unless she's angry; then she switches to the opposite trope.
    • The narration segments of the purple dog Joke Character also are in lowercase, barring for some word exceptions.
  • And Now for Someone Completely Different: The game starts with Ann, in a day completely different than normal for her routine, which 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.
  • Alone with the Psycho: Parpar tasks Emma and Ego with picking the Mind Traveler. But since he's alone with a possessed Ann...
  • Autobots, Rock Out!: A Sega Genesis variation with Ego's last battle theme, "I'm Still Really Not Scared Of You".
  • Battle Theme Music: Of Situational variation. Some of the random encounter battle themes follow a similar melody, only with different arrangements.
  • 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.
  • Clones Are People, Too: Cornelia treats her cloned employees as actual people, and feels immense sadness when Ann massacres them.
  • 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.
  • Expendable Clone: Ann can make a clone of herself with the machine that Cornelia originally used to make her employees. Unlike late Cornelia's Benevolent Boss Clones Are People, Too treatment of her workers, though, she doesn't seem to mind if the clone is killed in battle.
  • 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.
    Ego (when you land the first hit on your third battle with her): Holy shit, do you like wanna kill me or something?
  • 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 are four signs in the upper right part of Winterside that speaks about how The Power of Love will always win against 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.
  • Famous Last Words:
    • Cornelia Fielf:
    "... g-get out of here"
    "Come closer... Closer... Aahhhh... yes... Let's do it... shall we...? Wait. Is this some sort of kink? What are you doing?"
  • Five-Second Foreshadowing: After your third battle with Ego as Ann, the save pond after it says to Ann that Ego is not dead. Surely enough, once you gain control of Emma, Ego is alive, no worse for wear, and ready to join Emma.
  • First Town: Nirvana Town. Although, somewhat unlike most of the trope's examples, the music associated with it and the areas nearby is a little bit more upbeat and fast-paced.
  • 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 characters use the name you input. Because you're actually an entity that the villain talks to.
  • 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. Ann, however initially plays the classic trope straight at first while we are controlling her, and Alvin points it out in the Corn Fielf segment.
  • Inflating Body Gag: Ego invokes this trope, and it works like a superpowered form.
  • Irony: When you reach Fallside, an NPC tells you 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 an 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.
  • Kick the Dog: Ann's callous murder of Cornelia Fielf and her not-even-formed-yet workers, even though none of them have prior combat experience and the former even begs for her to spare her and her worker's lives. To break the puppy's teeth further, when Cornelia cries in-battle, Ann returns it by laughing. Then, after you kill her, you quickly proceed to kill her remaining employees effortlessly, leaving nothing but blue puddles behind.
    • Sure, Ego is an It's All About Me Small Name, Big Ego girl, but the ponds literally try to act as The Conscience to Ann and tell her she doesn't mean any harm. It doesn't work; Ann tells it she already knows Ego was innocent and, to pour salt on the wound, tells it that Ego will die.
  • Love Confession: Both Alvin and Emmet confess their love to Ann. It's the latter one that's truly genuine, however. The former results in Alvin's death.
  • Life Drain: A couple of Mooks and some of the playable characters can use attacks that drain the opponent's health and heals them in return.
  • 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 an 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 enter the Corn Fielf's owner's house, another music comes in (specifically, the calm banjo tune from the naming screen), but it's even slower than the previous music.
  • Mad Scientist: Professor Parpar. However, he ends up helping the heroes by giving them the Mind Traveler, a device that allows them to enter someone's mind 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.
    • Her Super Form, Inflated Ego, is even more so; after all, she first shows it when she inflates her ego after believing herself to be better than Possessed!Ann.
  • 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.
  • Non-Standard 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. Its bloodlust 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, two of them calls you out for burning the rotten corn, and the one that gave it to you in the first place 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 an omnicidal spree.
  • Prophet Eyes: Ann has these on the first phase of the Demonic Possession, after killing the Corn Fielf's owner.
  • Pungeon Master: Ann shows shades of this with the ponds (she tells the first two that they respectively look water-ful and foxy, she tells the third a corny joke; which we can assume is a joke related to corn) before things officially go to crap.
  • 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 the strength to finally fight against Tyrannia. It's the skill attack that 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.
  • Retraux: The art style and some songs of the soundtrack that, for example, sounds like something from the NES or SEGA Genesis. The main visual inspiration is Earthbound.
  • Red/Green Contrast: In Annventure of a Lifetime, Alvin wears a white shirt with green sleeves and a red scarf.
  • Running Gag: The purple dog that wants to be pet.
  • Rule of Three: The names of 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".
  • Surprise Creepy: The game, besides the introduction cutscene, looks innocent enough with Emma and Ann trying to find out about the suddenly savage animals. Then, Ann falls into a weird hole with creepy music. Things get From Bad to Worse from there on...
  • 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.
  • Start of Darkness: The beginning parts are basically telling how Ann went from The Everyman girl to the puppet of an Omnicial Maniac demon.
  • Shout-Out:
    • It has some references connected to its major inspiration, Earthbound.
      • Ann coming out of her house is initially set with a dark visual before the sun rises, set to short, triumphant orchestra music, which is then followed by the character becoming controllable again and the mellow First Town music coming in; very similar to when Ness comes out of Pokey's house and it dawns on Onett.
      • Savage wild animals, which are featured in the beginning, are one of the most traditional enemies of Earthbound (notably, both games include snakes, rats, and birds to fight). Other Earthbound-typic enemies that appear are ghosts and the undead in Ghostly Waters.
      • Earthbound instruments pop here and then in the soundtrack. The battle victory theme is a tad bit similar to Earthbound's one as well, only being a little bit longer. Some of the random encounter battle themes' names even take clues from the "Battle Against A X" pattern: "Battle Against A Spooky Opponent", "Battle Against A Playful Opponent" and "Battle Against A Mildly Threatening Opponent". Ghostly Water's themes follows Threed's footsteps in being a creepy theme for a place where you fight ghosts and zombies.
      • Like in Earthbound, sometimes enemies can do non-harmful actions.
    • It's not 100% clear if it's intentional or not, but this game also makes some notable references to a certain other Earthbound-inspired RPG, and also it's Kill Them All Bad Ending route.
      • The basic plot, a The Everyman being possessed by a Fourth-Wall Observer Omnicidal Maniac that calls themselves a demon and turns what was initially being set up as a quirky and cute game into a nightmare rollercoaster, is a pretty fitting description for Undertale's Genocide/No Mercy Route as well. To help the comparison, both the Demon (while in Ann's body) and Chara display a case of Black Eyes of Evil.
      • One of Corn Fielf's workers behaves exactly like Monster Kid being confronted: try to act brave and defiant, only to show how truly nervous they are shortly before being engaged in combat with "And... uh... and...".
      • While we massacre Corn Fielf, the music gradually slows down to a crawl, a known characteristic of the Genocide/No Mercy Route.
      • More related to Undertale in general, but both games also have save methods evoking unique messages for each save point (Ann's ponds and Emma's phone calls with Pinkie, the stars with messages about something in the environment evoking determination or simply saying "Determination." or the numbers of enemies you have to kill).
      • A tad bit looser, but Ghostly Waters might vaguely, visually and story-wise, invoke some characteristics of Waterfall. Visually, it invokes the blue colors, water-filled environment, and presence of ghosts. Story-wise, it features Ego, who somewhat combines the role of Monster Kid and Undyne, being both a frequent and chatty presence and hostile presence to Ann and ultimately being the one to achieve a Super Form with confidence in an attempt to take the Villain Protagonist down (although for more egotistic reasons than the will to protect two entire races). Plus both have awesome music to accompany their final battles.
  • 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. However, it was canceled and replaced with An Annventure to End Them All.
  • 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 to 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!
  • 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 that she talks to work as this trope.
  • Standard RPG Items: Foods and drinks recover your health, and souls are used to revive a party member.
  • Screw This, I'm Outta Here!: Alvin dips when Ann insists to visit Corn Fielf's owner. He promises to catch up with her later, though.
  • 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.
So, [The name that you put] is your name? (When the player selects Yes) Are you sure it's your name? Like, your REAL name. Not something stupid like... "xXPro[The name that you put]420Xx."
  • Ultimate Evil: We never see how the demon that possessed Ann looks like, even after we learn her name and see her talking.
  • Unwitting Instigator of Doom: The one Corn Fielf worker that gave you the lighter to burn the rotten corns down to open passage and eventually engages into conflict with Ann. Emma might be a minor but no less impactful case, as she informs Ann of the hole guarded by a fox, which turns out to be one of the Extra-Dimensional Shortcut's.
  • 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 an 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. She even spends some of her turns crying instead of attacking you.
  • Wake-Up Call Boss: Inflated Ego, however, is another story. She has strong hits that can knock out Ann (or her Expendable Clone is she brought one) in one swing if the player comes unprepared.
  • Wham Line:
    • Ann's line, said in a very small font, showing she's not wanting to mess around with Ego anymore.
    Kill her...
  • You Monster!: One of Corn Fielf's workers say this to you once they spot you.
  • Your Soul Is Mine: Tyrannia practically forces you (the player) to give her your soul (if you refuse, it ends in a Non-Standard Game Over). Emmet intervenes before it can actually happen, though.


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