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In order to find the missing grandmother, Little Red Riding Hood went alone to the Black Forest, where it was always dark and night. She is about to face the guardian of the forest elves, the ferocious werewolf, the sedentary witch, the strange villagers and the truth that slowly surfaced… On the full moon night, the mysterious veil of the Black Forest will be unveiled one by one…
The game's plot summary, translated from Chinese
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"Night of the Full Moon" is a stand-alone mobile Deckbuilding Game/Role-Playing Game hybrid by Soulgame Information with a story based on the tale of Little Red Riding Hood. You play as Red herself and start the game with the discovery that your beloved grandmother has disappeared into the dark forest beyond her house. You make the inadvisable choice to follow her… into the dark… all by yourself. What were you thinking?

Luckily Red's got some game. You choose one of six classes for Red (though you might need to pay money to unlock them), and each enables a different starter deck of cards full of attacks and abilities.

  • If you want to get your hack and slash on, the Lady Knight is the way to go. Her play style is centered around Attack cards and racking up damage.
  • There's the Ranger, armed with a bow and quick reflexes. Her play style is centered on Action cards, status effects, and pulling off combos, though the Knight can do that too if you assemble your deck right.
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  • You can be a Nun, with powers of healing at your disposal. Her play style focuses on recovery, armor, and Prayers, effects that take effect in up to 5 turns (or less for some at your choosing), though she also gets cards that reduce the prayer counter.
  • Finally, if Spell slinging is your game, pick the Little Witch.

There are also three other classes locked in DLC: the Magician (different from the witch in regards to aesthetics), the Apothecary, and the Soul Hunter.

  • The Magician also has spells at her disposal, though themed around cards, but also has means of reducing mana costs for them.
  • The Apothecary slings potions, of which she can multiply (a good thing, since some of these cards get Exiled), and have various effects.
  • The Soul Hunter manages a second resource called Judgement, which is used for a handful of powerful spells.
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  • The Werewolf is, for a change, the Carpenter('s son) as he goes on his own journey and uses his Werewolf power to explore the forest and find his missing father. Gameplay-wise, he's oriented around Action cards and a Rage meter that delivers extra damage to enemies.

Now available for PC on Steam.


This game has the following tropes:

  • Achievement System: This game has achievements you can meet, and these grant you extra cards in future runs.
  • All There in the Manual: Most of the backstories of the bosses and enemy encounters are behind the achievements menu, and only after beating them at least once.
  • Another Side, Another Story: Choosing the Werewolf class puts you in the shoes of the Carpenter, who is among the first combat encounters when you play as any other class. Naturally, Red becomes one of the early encounters in his place and is one of the available final bosses in Normal Mode, the other being the Cyclops Detective.
  • Baleful Polymorph: Most of the monsters you encounter turn out to be this thanks to the church.
  • Bears Are Bad News: Rage Bear for obvious reasons. Another example is the Bear Mage. While more ambivalent, he's a formidable foe, especially if his HP is in the even digits since his attack doubles when that happens.
  • Burning with Anger: The Rage Bear, one of the bosses.
    My head is on fury fire!
  • Cast from Hit Points: The Martyr's equipment set are equipments that give various bonuses at the cost of suffering from one point of damage every turn.
  • Chest Monster: One of the enemy encounters is this. Thankfully, you can skip it, but the EXP and Gold it gives (not to mention a combat to helpp0 refresh your class-exclusive out-of-battle ability) can be worth fighting anyway if you so wish.
    Suspicious Chest: (when battled) Hey! It's your call!
    Suspicious Chest: (when defeated) Greed will lead you to death!
  • Corrupt Church: There are a lot of hints leading to the fact that the church is like this, and there are several foes who have their issues against it. They're also responsible for turning people into monsters (some of whom you fight as bosses or simple enemies), as well as going after the Hope family. They already killed Red's parents and hoped to silence Red and her grandmother, too, in order to snuff out the legend of the chance of lifting the curse. If Red defeats the Priest, the curse on the forest and humans gets lifted, though the church's blind greed still remains.
  • Dark Is Not Evil: The Fallen Priest. Or at least ambivalent and willing to give advice. Ironic, as the standard Priest is a Final Boss and a member of the Corrupt Church.
  • Deckbuilding Game: As you play your adventure, you start off with around 10 cards, but you get means to earn more along the way, and even means to delete and swap some, and given that your deck gets shuffled every turn, you'll want to make sure to not have too many (useless) cards.
  • Endless Winter: A curse makes it this case all year round in the Dark Forest.
    Lumberjack: It snows all year round in the Dark Forest. It is quite abnormal.
  • Elemental Embodiment: There are five: Stone, Water, Fire, Earth, and Lightning, each with their own resistances (and weaknesses for two of them).
  • Evil Chef: The Cook, who's willing to carve you up for dinner should you fight him (and you must, unless you explicitly go out of your way to not do that).
  • Final Boss: At the end of each run only in Normal Mode as Red, you reach The Final Truth, where you choose out of three later four final bosses to fight.
    • Disc-One Final Boss: Depending on whether or not you have more Courage than Reputation or vice-versa (or even roughly equal), you have to face either the Werewolf or the Witch.
    • Once you've defeated the Werewolf and the Witch (in separate runs), you get to unlock the third boss: the Priest of the Corrupt Church.
    • True Final Boss: The Mystery Men, whom you can only see after defeating the Priest. However, to even fight them the first time around (subsequent runs—once you beat them—no longer have this), you have to accumulate up to at least 8 Courage or Reputation. It's Red's grandmother, whom she's been looking for. As of Hard Mode VII though, they're more of a Disc Three Final Boss.
    • As the Werewolf, there are only two picks; the Cyclops Detective, and Red herself, who takes on a random set of skills pertaining to any one of the available classes.
    • In the Hard Modes, all of the above are fought at some point , except the Mystery Men, though while the Carpenter may get to fight Red, she instead may fight the Afterimage, who is mechanically the same.
    • And when you reach Hard Mode VII, you get to fight the Cursed Werewolf, who proves even harder than the Mystery Men.
  • Flowers of Romance: Tryst Man holds a rose, intending to give it to Tryst Woman upon their meeting.
    Tryst Man: Flowers and wine are for beautiful women.
  • Forbidden Love: One of your encounters, the Demoness, has a love affair with a human.
  • Gaia's Vengeance: Several encounters that aren't monsters comprise of native creatures who have dim views on humanity.
  • Hero Antagonist: Some of the encounters you run into aren't even bad guys at all, but stop you anyway out of worry for your safety, such as the Carpenter('s son), the Lumberjack, the Patrolman, the Guardsman (all at Act I), the Beggar (Acts I or II), and the Hunter (at Act III).
  • Hypno Pendulum: The Hypnotist has one of these. If you choose wrong, he can even steal some of your gold, though not much as he's an early encounter.
  • Little Red Fighting Hood: Red herself, and in seven different variants.
  • Mana Drain: The Silence Card does this to mana (in addition to 3 damage). The Darkness Card does this and depletes Action. The Priest is notorious for having this in his deck, making fighting him in any class other than Lady Knight (focuses on Attack cards) and the Nun (primarily uses Prayer cards)…rather challenging.
  • Mana Meter: You have one of these, and there are cards that restore or spend mana. These are requirements for when you play certain classes, especially for the Little Witch and the Magician, while you don't generally need to bother with this as the (Action-oriented) Ranger or (Attack-oriented) Lady Knight.
    • To a lesser extent, Actions are also locked this way, where you're only allowed to play a certain number of Action cards per turn (and all Classes use this), and which can even be drained or given extras of with certain cards.
  • Minimalist Run: Having only up to ten cards by the end of the game nets you the Minimalist achievement.
  • Mirror Match: The Magic Mirror enemy copies your deck when you fight him. That said, he still has his own HP, and he doesn't copy your Blessings.
  • Multiple-Choice Past: How Red came into the role you start with has a different background.
    • As a Knight, she hardened herself into a swordswoman in spite of the rough, bully-induced childhood she had growing up.
    • As a Ranger, she learned her skills by joining the hunters into the forest, using her steadily growing agility to try and earn enough money to build a home for grandma.
    • As a Nun, she turned to piety, standing by the belief of healing the wounded as opposed to violence.
    • As a Witch, curiosity led her to learning black magic in spite of it being prohibited.
    • As a Magician, Red discovers her affinity for magic and cards as a young girl, being a descendant of the Hope Family.
    • As the Apothecary, she had a fascination for the natural world, experimenting on it and eventually developed potions in secrecy.
    • As a Soul Hunter, Red signs a contract with the Reaper and is out harvesting 100 souls to complete her side of the deal.
  • Multiple Endings: Depending on which Final Boss you beat.
  • Mystical White Hair: Red has this, as does the Little Witch you can fight in the first act.
  • No-Sell: The Frog Prophet is invulnerable to all damage. The trick is to hold out for four turns, after which the battle ends.
  • Sadistic Choice: Zig-Zagged when fighting the Werewolf boss. You're forced to choose one of three effects that'll occur for the turn, which usually powers up the Werewolf or hinder you. Sometimes, however, it might deal you an effect that benefits you.
  • Spiritual Successor: Of Dream Quest.
  • Sword In The Stone: You get to fight one of these as a boss. It's explicitly not Excalibur, but apparently its Evil Twin.
  • Roguelike: It has some elements of this, albeit rather light. You have one save file at a time, but the game isn't completely lost upon defeat. You can try again after dying, but if your current deck makes the next battle(s) Unwinnable, you have to start over.
  • The Evils of Free Will: The Tin Man has thoughts of this after being defeated.
    Tin Man: If there is no freedom, why be a human being?
  • Timed Mission: When fighting against the Cerberus, you're given 10 seconds to play your cards before you're forced to end your turn. And if your total cards in hand exceed your current hand size, you're forced to discard them without a chance to back out (which you normally could to play them).
  • The Power of Hate: The Black Rose's heart is filled with it. Without it, she will cease to exist.
  • Tragic Monster: The Werewolf. He didn't want to fight you, and had went into the forest specifically to avoid harming the villagers. He's also a carpenter, whose son is one of the first enemy encounters, and his friend is the Lumberjack. He never gets to tell Red this after the beats him. In the end of the Werewolf run, though, it might turn out to be Carpenter's son all along should you choose to fight Red, or if, as her in Hard Mode, you fight the Afterimage.
    • Most of the bosses, really, as the church turned them all into monsters to silence them.
  • Unwinnable by Design: Not always, but it can happen if your deck is not built to progress further, perpetuating the need to restart.


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