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Video Game / Last Train Outta' Worm Town

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Welcome to Wormtown, pardners! Place used to be known as Darwin, back before the worms started showing up. These days, there's not much left to find out here; most folks have already cleared out, one way or another. Best you consider making your way on out as well.

Course, to do that, we'll need fuel for the fire. Train can't run on its own, after all. Plus there's some extra cars out blocking the tracks; something's gonna need t' be done 'bout all that. And the Conductor should be round here somewhere; they've got the key to get the whole thing moving.

Oh, and... might want to keep an eye on the sky. The worms are raucous enough during the day, but nothing's so awful that they can't get worse during the night...

Last Train Outta' Worm Town is an Asymmetric Multiplayer Weird West game which pits Pardners against the Worms infesting the town formerly known as Darwin. In order to escape on the titular train, Pardners must explore the place to find the resources they need, ideally while minimizing the amount of time they spend on the ground. For the Worms hunt based off movement, and anything touching the sand is fair game...

Currently in Early Access on Steam.


This game contains examples of:

  • Action Commands: If a Worm grabs a Pardner, they can struggle inside their maw by hitting buttons to match the prompts that pop up. Missing one knocks back your progress.
  • Amazing Technicolor Population: Pardners can be practically any color the player prefers.
  • Asymmetric Multiplayer: Which is fully adjustable; while there's always at least one Worm to contend with, Pardners don't have to outnumber the Worms...
  • Beat Still, My Heart: When a Pardner gets killed for the first time, they leave behind their heart in a jar, enabling them to be revived if said jar is taken to the Church grounds. But this only works once per Pardner; should they get devoured again, their heart won't reappear.
  • Death Is a Slap on the Wrist: For the Worms; at best, their whole health bar can be taken out if they eat a bomb, but that only forces them back underground to recover. Downplayed with the Pardners, who can be brought back to life once per match if their heart is retrieved and safely ferried to the Church grounds.
  • Dying Town: Darwin/Worm Town is a shell of its former self, to the point that the only people left in the whole place appear to be the Pardners and the Conductor, who meets a gruesome end right before the game proper begins.
  • Explosive Stupidity: Handling dynamite carelessly can easily result in this, as any Pardners caught in the blast radius will die instantly. Especially if they toss the dynamite into the train's engine.
  • Feed It a Bomb: One strategy that can be employed against the Worms. The dynamite doesn't even need to be lit beforehand; it instantly ignites once a Worm has it in their mouth. Biggest downside of this, however, is that the Worm can potentially turn this strategy against the Pardners if they get too close before the bomb goes off...
  • The Ground Is Lava: Worms can see/sense anyone who's moving across the sand, making any elevated objects like rocks, cacti, crates and what have you valuable. Though a Worm's shriek can help them detect potential victims within range...
  • Holy Ground: Downplayed; the Church itself can be knocked down as easily as any other building, and the Worms can cross through its grounds just fine. However, destroying the Church doesn't cancel out the effect of the grounds themselves; bringing a Pardner's heart there brings them back good as new.
  • Hyperactive Metabolism: Eating cactus fruit lets Pardners heal instantly.
  • Nice Day, Deadly Night: Worm Town is dangerous enough during the day, but once the sun sets, the Worms' Super Screams get more powerful, covering the length of the whole map.
  • No Body Left Behind: Only applies to Pardners that get gobbled up. If killed through any other means, such as having a house brought down upon them or blown up with dynamite, their corpse is left behind... and remains there even if they're resurrected.
  • Our Ghosts Are Different: Dead Pardners possess a limited ability to continue interacting with the mortal world, including being able to move certain items. While this is on a cooldown, they can still use this to assist others by distracting the Worms.
  • Sand Is Water: So far as the Worms are concerned, it might as well be. Their ability to build up momentum lets them launch themselves into the air with rather impressive force and catch some serious airtime.
  • Sand Worm: The Worms are fairly massive, able to move underground with ease.
  • Soul Jar: Downplayed by the Pardners' Heart in a Jar. While this enables them to be brought back from the dead, it only appears the first time they die.
  • Spiritual Successor: The whole game feels like a bright and colorful take on Tremors.
  • Sprint Meter: Notably, this is tied to your Life Meter; the lower a Pardner's HP, the less time they're able to run.
  • Stripped to the Bone: The Conductor's body has been reduced to a skeleton, with only the key surviving. But given how Pardners are typically Swallowed Whole...
  • Super-Scream: Yelling enables the Worm to get a clearer picture of all potential points of interest aboveground. After sunset, this grows more powerful.
  • Taking You with Me: Worms who have accidentally eaten dynamite have no way of spitting it out; however, they can spend their last seconds above ground vying to ensure any nearby Pardners get caught in the blast radius.
  • Virtual Paper Doll: Players can customize their Partner's technicolor skintone, along with the color, shape and size of their eyes and any facial hair and hats they want.


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