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Video Game / Bubble Tanks

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Bubble Tanks is a series of online Flash games developed by Hero Interactive. In it, you use a tank made up of bubbles to shoot enemies and collecting their bubbles they explode into when defeated. The more bubbles you collect, the bigger and stronger your tank becomes.

Bubble Tanks 1 and 2 have you controlling a Bubble Tank. There's also Bubble Tanks Tower Defence 1 and 2, which are Exactly What It Says on the Tin, and Bubble Tanks Arenas, which allows you to build your own tanks, both your own and enemies'. Bubble Tanks 3 has the classic gameplay of the original two games plus the features from Bubble Tanks Arena.


Bubble Tanks 1, 2, and 3 provide examples of:

  • Anti-Frustration Feature: In Bubble Tanks 2, if you get damaged too much in an area and hence lose a lot of experience points, the next new area you move into will have quite a high chance of containing harmless Pinata Enemies.
  • Asteroids Monster: Life Carriers, which are harmless and will explode into lots of harmless Mooks when defeated. They're there to give the player back bubbles.'
  • Awesome, but Impractical: The Apocalypse Cannon, which destroys the entire current bubblefield once it hits the edge. Unfortunately, it's got four huge flaws. First, it also destroys any bubbles you might have gotten from the field. Second, by the time the Painfully Slow Projectile finally hits the wall you'll probably have cleared the field already anyway, unless you point it backwards. Third, since it uses the same cooldown timer as all your other secondary weapons, it makes them all unusable too. Fourth, there are enemies with special devices made to neutralize Apocalypse Cannons and render your efforts moot.
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  • Boss in Mook Clothing: 2 has Spawn Carriers, Tri-Guardians, BFTs and especially the Destroyer, who is actually tougher than the game's boss.
  • Bribing Your Way to Victory: 3 has expansion packs which allow you to include more weaponry, such as railguns, lock-on missiles and such.
  • Bubble Gun: Almost everything you shoot, and everything the enemies shoot, are bubbles. (Lasers and shockwaves are some of the exceptions)
  • BFG: The Super Heavy sports one. It's not as strong as the Ghost Sniper's sniper shot, though.
  • Collision Damage: Averted, except for Death Field Bubbles and their smaller counterparts.
  • Drone Deployer: The BFT Carrier in 2 has this as its main ability.
  • Elite Mook: Heavy Killers and Orbital Seeker Fighters in 2. You know you've gone far from the center once you start seeing them.
  • Enemy Summoner: Spawn Carriers, BFTs, Destroyers and Heavy Heavy Heavy 2s. They can summon enemies and can attack as well.
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  • Energy Weapon: The Beam Cannon in Bubble Tanks 3. The attack is an instant hitscan move.
  • Evolving Attack: Your Bubble Tank evolves to the next level once it collects a certain amount of bubbles. So do its attacks.
    • Although with 3, the system was altered slightly. Now, as the base size of the bubble increases, the number of usable (and more powerful guns) will increase respectively. Of course, achieving the next level will still increase the number of max GP (Gun Points) available - but the increase will be relative to the base size.
  • Evolution Powerup: Every time you level up in 2, you will be able to choose your evolution path. By the end of the game, you may be either a Fragile Speedster, Mighty Glacier, or an in-between.
    • With 3, you can follow the evolutionary paths provided, use one of the player-made tanks, or just customize and create your own. Though, the number of guns you can use will be limited according to the base tank size.
  • Experience Points: When you defeat an enemy, the bubbles they are made out of get dispersed. By going near the bubbles or beating all the enemies in an area, you will collect them and your tank will grow. Collect enough and you will be able to advance to a stronger evolution path. Careful though- if you get hit by an enemy, you lose experience bubbles!
  • Fragile Speedster: The Ghost Sniper. Least amount of health of all the final evolutions, but it can move extremely quickly.
  • Game Over: Averted. If you get damaged at level one ad you have zero experience bubbles, you will get sent to the safest adjacent area. In short, you can't die.
  • Gatling Good: One of the weapons added to the first parts pack is a minigun.
  • Giant Mook: Several of them. Four of them serve as Bosses- The Spawn Carrier, Tri-Guardian, BFT and Destroyer.
  • Glass Cannon: The Ghost Sniper. Least amount of health of all the final evolutions, but the sniper move it uses hurts like a ton of bricks, does massive splash damage, AND pierces everything it hits.
  • The Goomba: All the enemy varieties you fight near your starting point are these- they cannot harm you in any way. You also tend to fight them in almost every bubble too.
  • Harmless Enemy: The enemies in the earliest areas cannot harm the player as they lack weaponry. If the player takes too much damage in 2 and thus loses too many bubbles, there's a high chance the next unexplored bubble will contain nothing but Piñata Enemy type bubbles that cannot attack and serve to restore a huge amount of bubbles.
  • Homing Projectile: Seeker missiles, as well as the Doomsday Infector.
  • Injured Vulnerability: Certain Mooks in 2 will lose weaponry and attacks when they take enough damage, making them far easier to deal with.
  • Interface Screw: Sticky Bullets make your tank slow, Jammer Bullets prevent you from firing, and Ink Bullets cover the screen in huge ink blotches that obscure everything. Thankfully, all three are temporary, but still irritating nonetheless.
  • "Instant Death" Radius: Death Field Tanks. Not exactly instant death, but they drain your bubble count rapidly if you so long as to touch their red radius.
  • Level Drain: If you get hit by an enemy, you lose experience points! Thankfully, should you lose too many in a bubble, the next bubble will have harmless Pinata Enemies.
  • Kill It with Water: Your tank shoots out well, bubbles, to hurt the enemy.
  • Macross Missile Massacre: This becomes very easy with 3's rocket launcher part, especially if you have more than one.
  • Making a Splash: Everything shoots bubbles.
  • Mighty Glacier: The Super Heavy and the BFT Carrier are large, slow, and have sheer firepower in the former and deadly minions in the latter.
  • Tank Goodness: It isn't called Bubble Tanks for nothing.
  • The Minion Master: The BFT Carrier can send out small, fast, invincible minions to shoot his enemies apart to shreds.
  • Monster Compendium: Present in 2. Note that one of the enemies (Sapper Fighter) was never obtainable due to a bug in the game that didn't allow the player to encounter it.
  • Mook Maker: Heavy Heavy Heavy 2, Spawn Tanks, Spawn Carriers, BFT and Destroyers are able to produce smaller Mooks. Especially notable is the Destroyer, which produces powerful Mooks as opposed to the rest which produce rather weak ones.
  • Piñata Enemy: Part of 2's Anti-Frustration Feature to avoid Unstable Equilibrium. When you get hit, you lose bubbles. If you get hit too many times in a bubble, the next unexplored bubble will tend to contain an enemy that can't fight back and drops a lot of bubbles.
  • Power-Up Magnet: You attract experience bubbles as you pass near them. If you defeat all enemies in an area, you collect all the remaining experience bubbles regardless of distance.
  • Sentry Gun: The 360 Pulse, 360 Spiral Gun and Rotating Machine Gun enemies are stationary turret enemies that will employ a Spread Shot or a spray of rapid fire as their attacks.
  • Smart Bomb: 3 has the Apocalypse Cannon, which nukes and kills every enemy in the bubble. However, it takes a mind-blowingly long time to recharge, and there are Mooks with a special device that can neutralize the attack.
  • Shout-Out: BFTs are a definite reference to Doom's BFG.
  • Shows Damage: Enemies visibly lose bubbles as they take more damage. Some of them lose weapons as they take damage (as their weapons are made of bubbles too).
  • Spread Shot: The 3-way spread, the 5-way spread, and the Sticky burst are a regular burst, and the Starburst Cannon is an exploding shot.
  • Standard Status Effects: Any enemy tank getting hit by the Doomsday Infector will continuously lose health until they die, then explode into more Doomsday Infectors.
  • Unstable Equilibrium: Getting hit makes you lose experience, which weakens your tank, which makes it harder to kill enemies, which makes you more likely to get hit. Have fun Level Grinding!
    • Thankfully, the second game does give an Anti-Frustration Feature- if you get hit too often in a bubble, the next unexplored bubble that you go into will have a high chance of containing Pinata enemies.
  • Useless Useful Stealth: Sorta, in 3. Stealth-using enemies will periodically vanish from sight, but you can see where they are by seeing where their shots come from, and their stealth proves useless against homing missiles.
  • The Virus: The Doomsday Infector, which sends a homing virus to infect enemies and slowly kill them. Once the infected enemy dies, 1-3 (2 in Bubble Tanks 3) new viruses will emerge, hell-bent on infecting more enemies.
  • You Are Already Dead: Anything infected by the Doomsday Infector will constantly lose HP until they die or if the player leaves the bubble.

Bubble Tanks Tower Defense provides examples of:

  • Airborne Mook: Ghost creeps function like flying mooks in most Tower Defense games: they fly in a straight line to the exit, passing through towers and obstacles, cannot be attacked by Area Burst and Splash towers, but are specifically countered by Anti-Ghost towers.
  • Always Accurate Attack: Dodge creeps cannot dodge the attacks of an Area Burst tower.
  • Anti-Air: Anti-Ghost towers are especially effective against ghosts (the game's equivalent to flying enemies), and cannot shoot at any other enemy.
  • Artificial Stupidity: A lot of this in the first game.
    • You cannot change towers' targeting options in this game; thus, whether or not they attack the biggest threat is completely, and frustratingly, out of your control. This will often lead to enemies slipping right through the exit while towers attack enemies that are only halfway through the track.
    • Towers will ALWAYS attack full splitter carriers before picking off the little ones inside. This is great if you have Area Bursts or Splash towers, and ruinously bad if you don't.
  • Asteroids Monster: Splitting creeps split into two smaller ones when killed.
  • Chain Lightning: The Lightning tower fires a bolt that jumps from target to target, dealing damage to all of them.
  • Damage-Increasing Debuff: Creeps hit by a Weaken tower take more damage from other towers.
  • Dodge the Bullet: Dodge Creeps in 2 can do this. However, they can only dodge bullets, not shockwaves...
  • Dungeon Bypass: Ghost creeps do this to you.
  • Elite Mooks: The so-called Boss creeps are more powerful versions of standard ones, having more HP but coming in lower numbers and dropping more bubbles when killed.
  • EMP: When killed, EMP creeps explode into an EMP, which will disable all towers in a nearby radius for a few seconds.
  • Field Power Effect: Damage, Range and Fire Rate Boost towers are harmless by themselves and boost the effectiveness of adjacent towers. Weaken and Slow Burst towers deal no damage but cause creeps to take more damage and slow their movement (respectively).
  • Fragile Speedster:
    • Fast Creeps are fast, but can take less damage than normal creeps.
    • Bubble Tanks Tower Defense 2 takes it even further with the Dodge creep, which has very low health, but has the ability to, well, dodge bullets entirely!
  • Fusion Dance: You can merge 4 towers together to form a Mega Tower, which uses the attacks of the towers it was made up of, except souped up. Four Mega Towers can in turn be merged into a Mega Mega Tower.
  • Gathering Steam:
    • The Beam tower's attack deals more damage the longer it's locked on a single enemy.
    • The Charge tower's shots charge its main weapon. When fully charged, it will fire a special powerful shot.
  • Heavily Armored Mook: Slow Creeps are slow, but they can take a lot of damage before going down. They also cannot be slowed by slow burst towers. Similarly, Heavy Ghosts are about half as fast, but have around twice the health of regular Ghosts.
  • Interface Screw: FML mode causes block walls to randomly appear around the arena, severely limiting your space. Dark Mode blacks out the entire screen save for a small area around your mouse.
  • Invisible Monsters: While your towers are able to see Stealth creeps, they are invisible to the player. They do lose their invisibility for a short period of time when damaged.
  • Mook Maker: Spawn creeps place "eggs" onto the ground that soon "hatch" into smaller non-spawning copies of itself. Thankfully, each new copy does give points and resources.
  • Multiple Life Bars: Cursed creeps turn into a Ghost creep when killed and have to be killed again.
  • Precision F-Strike: FML mode pretty much stands for "F**k My Life" mode.
  • Ray Gun: The Beam tower fires a laser-like beam that does continuous damage.
  • Regenerating Health: The Regenerative Creep has this.
  • Standard Status Effects: Slow (which slows enemies), Poison (which makes an enemy continuously lose health), Confused (makes an enemy move randomly), Weak (enemy takes more damage). Your towers can also get disabled by EMP creeps, which makes them useless for a short while.
  • Stealthy Mook: Stealth Creeps are invisible to the player (but not your towers) and will lose their invisibility while damaged.
  • Tech Tree: The pause screen shows the entire tower upgrade hierarchy as such a tree, with each one shown what it can upgrade to.
  • Turns Red: Accelerator Creeps in 2 will get faster every time they take damage.
  • We Need a Distraction: Decoy Creeps throw a decoy drone that your towers will attack instead of the creep itself.
  • Zerg Rush: The Swarm Creep, which appears in a large swarm. They're pretty weak, but they're also pretty fast.


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