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Video Game / Finding Teddy

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Finding Teddy is a Point-and-Click Adventure Game developed by Storybird, and released on February 8th, 2013 for iOS and on December 3, 2013 for PC through Steam.

When a little girl's teddy bear is taken by a monster in her wardrobe, she gives chase, only to find herself in a strange and magical world. She must explore the land in order to reclaim Teddy, but even if she finds him, will she then be able to return back home?

A sequel called Finding Teddy II was released for PC on April 1st, 2015, but it was renamed Chronicles of Teddy: Harmony of Exidus when ported to PS4 and Wii U in March 2016. It is notable for undergoing a significant Genre Shift, turning from an adventure game with no way to attack to a Metroidvania where the slightly older protagonist now slays plenty of monsters and bosses with her sword and shield.


Tropes present in Finding Teddy:

  • Animal Mecha: There is a huge robotic bee guarding a flower. Trying to pluck it off regardless will quickly see it impale the girl with its stinger.
  • Anti-Frustration Features: Not doing anything for a while will result in the game automatically highlighting all of the objects of interest on the current screen, as well as the entry[/exit points.
  • Bloodless Carnage: In spite of the seemingly cutesy name, these adventure games are closer to the 90s classics when it comes to the various ways in which the little protagonist can die.
  • Cerebus Syndrome: The game starts off bright and cheerful, but it gets progressively darker as the girl gets closer to the giant spider's lair.
  • Death Is a Slap on the Wrist: There are plenty of ways to get killed, but they barely set the player back.
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  • Deliberately Monochrome: The little girl is drawn in this manner with a white skin, dark hair and a grey dress, in sharp contrast to the colorful backgrounds all around her. The two companions she meets (a fly and a cat) are also fully black-and-white.
  • Giant Spider: A truly huge one kickstarts the plot by kidnapping teddy: we only see its leg in the intro, which is large enough to reach from the wardrobe to her bed on the other side of the room, and pluck off the teddy bear. The goal of the game is thus to reach its lair to rescue teddy.
    • On the beach level, there's a huge web in the corner. Touching it immediately alerts a somewhat smaller (and weirdly six-legged) spider: it is still larger than the girl and immediately grabs her, wrapping her in a cocoon in mere seconds.
  • Heroic Mime: The little girl you play as will never utter a word. Then again, neither will anyone or anything else in the game.
  • Impaled with Extreme Prejudice: Tearing off a flower you are not supposed to will first knock the girl over due to how heavy it was, and then see a huge, seemingly immobile robotic bee suddenly spring to life and completely skewer her on its metal stinger.
  • Magic Music: Many of the puzzles are about creating music from some unusual sources in the environment in order to generate some spell. One puzzle, for instance, has you click on the five multi-coloured frogs, with each having a note assigned to it. Once you do it in the correct order, they'll vacate the branch they were sitting on, and let you cross the river by walking on it.
  • Nice Hat: The little girl eventually finds a fly wearing a top hat as a companion on her journey.

Tropes present in Chronicles of Teddy:

  • Action Girl: The protagonist, in sharp contrast to the original game.
  • Actionised Sequel: The protagonist goes from being completely helpless in a fight and relying on her wits and companions to advance, to easily jumping and slashing her way through the levels.
  • Attack Its Weak Point: Tara, the plant boss, is defeated through hitting three weak points - a spike-generating crystal in the front, its crystal tail in the back, and then its eye, and then doing this cycle two more times.
    • Super Anguis can only be killed through striking at the ruby in its forehead.
  • Background Boss: Super Anguis is so enormous that he almost completely takes up the background. He only ever attacks with his two giant fists in this form, which also appear to be completely disconnected from any actual arms.
  • Blob Monster: Slimes are one of the enemy types in this game.
  • Defeat Equals Explosion: Every boss blows up in a huge explosion of light once defeated, leaving only a ton of the game's multicoloured currency behind.
  • Die, Chair, Die!: There are often vases to break, in order to find the game's currency inside them.
  • Energy Ball: Hazaura is a boss who casts large homing purple orbs from her staff.
    • The Final Boss, Anguis, can casts similar orbs, which are smaller, but also faster to deploy. He only creates a few in his first phase, but will generate dozens of them in a line across the screen, during his second phase, which will reshuffle, then all come down at once and damage the girl, unless the player managed to position her in one of the gaps formed when the orbs reshuffle.
      • His third phase will have him generate a vortex between his raised hands while he's hovering high in the center of the room, and send out a bunch of orbs that will either immediately rain down diagonally, or gets suspended in mid-air, and then home down on the player one by one. Alternatively, he can generate that vortex, and then immediately toss it into the water beneath the stage, which will bubble up and then arise in tentacles trying to hit the player.
  • Evil Laugh: The Final Boss, Anguis, has one, though unlike most examples, it's barely intimidating and mostly just conveys his contempt for you.
  • Gamer Chick: The game opens with our protagonist playing a game on the TV in her room... then a power outage happens, prompting her to get up and investigate. Bonus points for having a Zelda II: The Adventure of Link poster on the wall.
  • Goomba Stomp: Jumping onto the enemies can also damage them. The worm boss, Harao, outright needs to get stomped at during some points of its battle.
  • Knightly Sword and Shield: The girl's Weapon of Choice.
    • Lizard warrior Raizara also wields a sword and a shield, though its sword is absolutely massive even when taking its increased size into account.
  • Little Miss Badass: Her age doesn’t stop the protagonist from slaying mermaids, plant monstrosities, giant lizard warriors, usurper wizard kings and more in this game.
  • Lizard Folk: One of the bosses is a large humanoid lizard with a sword and shield, named Raizara.
  • Luckily, My Shield Will Protect Me: The shield will successfully block physical attacks, provided they come from the front and at the right height. Sometimes, attacks will come from the low and crouching with the shield at the ready is necessary in order to block them.
  • Money Spider: The enemies burst into the game's multicoloured currency upon defeat.
  • One-Winged Angel: As expected, the Final Boss, Anguis, turns into Super Anguis when you defeat his third phase. This form is an absolutely giant Background Boss
  • Palette Swap: Many of the enemies are reskins of each other.
  • Sequential Boss: The Final Boss, Anguis, has three phases. And that is before it evolves into Super Anguis.
  • Shield-Bearing Mook: Some enemies wield shields, and much like the player, they also know how to crouch to block attacks from the low.
  • Shout-Out: The protagonist has a Zelda II: The Adventure of Link poster in her room, referencing one of the gameplay inspirations for the game.
  • Spike Shooter: Tara is a plant boss which starts the battle through shooting out a series of spikes.
  • Tactical Suicide Boss: Anguis is a flying, spell-casting boss, while the player never gets ranged attacks. He would have been invulnerable if he stayed hovering up high during his second phase and casting his multi-orb attack, but he just can't resist the temptation to generate an energy spear thing, and try to slam it into the protagonist, in a move that is easily dodged and just leaves him exposed on the ground. His third phase has even more magical attacks done from a height, yet still insists on hovering down into your melee range.
    • This becomes even more egregious during the Super Anguis fight. He has two large hands, and seemingly the only thing he needs to do is to slam them into the ground until he eventually wins through attrition, as its scales are completely impenetrable to the player's sword. Yet, he sometimes chooses to keep both his palms flat right beneath his face for absolutely no reason, which serves no purpose besides allowing the player to wall-jump between the palms and reach the ruby in its forehead that acts as its only weak spot.


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