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BLOODCRUSHER II is an indie game project by the core team of Red Alert 3: Paradox, built on the Unity engine. A first person shooter styled after shooters from the 1990s, it is ostensibly an Updated Re-release of a 1997 sequel to BLOODCRUSHER 3D. The game combines the high-speed, run-and-gun gameplay of early shooters with rogue-like elements such as totally randomized levels and single lives.

This game provides examples of:

  • Chainsaw Good: Obviously, one of the random melee weapons.
  • Colour-Coded for Your Convenience: All the pick-ups have a colour co-ordinated with it's corresponding value on your UI, the weapons are decorated to match the colour of their ammo pick-ups, and enemies that carry those weapons are highlighted in those colours.
  • Commie Nazis: The "default" enemy faction, and the ones used in promotional materials. They wear blue.
  • Continuing is Painful: In co-op, if you die, you lose all your weapons and levels. Of course, this is a step up over single player, where dying erases your save game entirely.
  • Crate Expectations: Tend to contain ammunition and armour. The trait "Modern Borefare" restores your health by standing next to them.
  • Dogs Are Dumb: The attack dog and bomb dog enemies. "Trading the "intelligence" and weaponry of homo sapian for speed, small size and programing designed to be as rage-inducing as possible."
  • Early Game Hell: Exaggerated. The game starts by immediately dropping you into a small locked room with several enemies and a melee weapon.
  • Elemental Weapon: Weapons can come with various elemental "booster", much like in Borderlands.
  • Emergency Weapon: Your melee weapon works without ammunition and is both very powerful and has a special gizmo or function. However, getting that close to enemies is very risky.
  • Endless Game: You will die. Let's see how many Liefeldian mooks you can take down before then.
  • Excuse Plot: Randomly generates one for each play-through.
  • Fackler Scale of FPS Realism: Absolutely no pretense of realism. Enemies are lobotomized, the player is faster than many projectiles, weapons are completely implausible, you can rocket jump with anything that explodes (and some things that don't) and only one weapon in the entire game does anything like reloading.
  • Framing Device: The game is supposedly a 1997 release.
  • Gatling Good: The alternate automatic weapon type; it fires far faster for similar damage to the regular automatics, but chews through all your ammunition and slows you down while spun up.
  • Go Fetch: Attack dogs will chase hand grenades you throw.
  • Hitscan: Averted by most weapons. Only magnums and beam guns use hitscan.
  • Named Weapons: All weapons are named. The most powerful have names befitting their legendary status.
  • No Indoor Voice: The title and randomly chosen subtitle are in allcaps. The official twitter account is also allcaps, all the time.
  • Painfully Slow Projectile: Any weapon with a short enough barrel fires these, especially the launcher-type weapons.
  • Palette Swap: The different enemy factions are just reskins of the same basic enemies.
  • Random Event: Every element of the game, from level layouts to weapons to enemy placements to the subtitle, is comepletely randomized.
  • Randomly Generated Loot: Guns like in Borderlands, plus loot tables on enemies and statefull "rare drops" in the form of melee weapons from bosses.
  • Retraux: Both gameplay and graphics harken back to pre-2000s shooters.
  • Rewarding Vandalism: Crates are usually where one finds ammunition and armour.
  • Rocket Jump: Featuring hand grenades, dynamite (which can use its secondary fire for an instant rocket jump), and an entire category of rocket-based weapons
  • Rogue Like: One life, your save is deleted when you die, and everything is randomly generated.
  • Secondary Fire: Acquired secondary modes for weapons range from built-in melee weapons to scopes to underslung guns.
    • All melee weapons have secondary fire modes which let them be used in unique ways, such as bouncing the player off of enemies, sending them into the air for juggle kills, or sapping enemy health.
  • Sprite/Polygon Mix: Everything is 3d except for power-ups.
  • Too Awesome to Use: Automatic weapons of any kind are devastatingly powerful, but chew right through your extremely limited ammunition reserves, encouraging players to keep slower-firing backup guns on hand.
  • Ultra Super Death Gore Fest Chainsawer 3000: Promoted like one on purpose, starting from the Gory Deadly Overkill Title of Fatal Death.
  • Unstable Equilibrium: Player leveling is tied to points from combos and trick kills, enemy difficulty is tied to kills total. Thus, if a player is playing conservatively and killing enemies safely one at a time, enemy difficulty quickly outpaces their character's attributes.