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Go To is a Battle Royale-style multiplayer Web Game, done in a fantasy style. It was released into a public beta on March 27th, 2019.

In it, dozens of players drop down onto an island from the back of a dragon, and immediately start searching for medieval-era weapons and magical items alike in order to get an edge over their opponents. Meanwhile, the toxic red fumes shrink the safe areas on the island and push the survivors ever closer together, until only one remains.

See,, and Zombs for the other takes on battle royale as an .io Game.


Tropes present in

  • Advancing Wall of Doom: There's the red zone, which travels at regular intervals, and deals more damage per second every time it moves. While it only amounts to about 1 damage point per second at the start, by the end of the round it'll deal 8 or more.
  • All Deserts Have Cacti: The desert zone plays this straight. Moreover, stumbling into one instantly deals 25 damage.
  • Amazing Technicolor Population: Players get a randomly assigned skin color at the start of the game. There's a large variety of shades, including colors no human has in real life, like green and purple.
  • Annoying Arrows: On average, arrows deal about 25 damage, and so take it takes 4 of them to kill a full-health player, and 8 if they are also fully shielded. Usually, the shooter will fire 2-3 arrows at most before the other player either escapes from view or closes in for melee, so this is more of a weapon for softening up your targets.
    • The blowpipe's arrows deal about half of the "normal" arrows' damage, and so are even less likely to kill someone on their own. However, they will then deal additional damage over the next few seconds through their poison, and so are even better suited for softening the target. They can also be paired with a Fire Staff to inflict both poisoning and burning on your poor opponent.
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  • Area of Effect: The Poison Staff and the Meteor Staff both deal damage in a large circular area - the Poison Staff through generating a poison cloud there that'll persist for a few seconds, and the Meteor Staff through dropping the titular meteor onto it. They can be dropped anywhere on the visible map area, with the player not needing a direct line of sight. However, there'll invariably be visual and an audio cue at the place they decided to target, so that the alert players can get out in time.
  • An Axe to Grind: A Double-headed Axe is one of the melee weapons. While it's relatively short and so has limited reach, it compensates for that due being swung in a complete circle twice per an attack animation, and thus being the hardest melee attack to avoid once you are in its range.
  • Battle Boomerang: These are found in packs of five, and are considered an early-game throwaway weapon, since they don't even have the color tiers. As they deal only 16 damage per hit, most players will replace them with a bow, blowpipe or a blunderbuss as soon as they get the chance. Nevertheless, they can still make a difference, especially in a group fight in a crowded building, where they'll bounce off the walls and have a good chance of hitting several players 2-3 times.
  • Bear Trap: These can be found and deployed, though it takes a couple of seconds to do so, and while you won't be damaged by your own trap, you cannot take them back either, so you have to be careful about choosing a location. For the other players, the trap is invisible until you approach it closely, and the players who are going somewhere in the hurry will likely not notice at all until it closes on them. Once it does, it deals 30 damage and traps them in place for several seconds.
    • It is also possible to further disguise a trap through dropping an item on top of it, which will also act as a lure, especially if it's something valuable.
  • Blade on a Stick: A spear is one of the melee weapons. As expected, it has the best reach, and has a decent attack speed and damage (around 40, which kills an unshielded full-health player in 3 hits and a fully-shielded one in five).
  • Blow You Away: The Magic Feather generates a wave of what looks like "wind bubbles". Getting hit by those does very little damage, but the player will get pushed back as a result. This is useful for throwing a melee attacker out of range, and can also knock them straight into cacti or the red zone.
  • Carry a Big Stick: One of the melee weapons is a giant mace. True to its name, it is really large and spiky, and does the highest damage out of all melee weapons: with the average of 70, the only thing in the game that can deal even more damage is a Meteor. Every swing that connects will also knock the unfortunate recipient back, and has a chance of stunning them as well. However, this power is offset by the fact you need several seconds to get ready to swing it in the first place, so unless you master your timing, skilled players will easily get out of the way.
  • Color-Coded for Your Convenience: Every weapon and wearable item will be in one of the seven tiers: Broken (Grey), Standard (White), Grand (Green), Masterwork (Blue), Excellent (Gold), Flawless (Red), and Perfect (Purple).
  • The item chests also have material tiers with a distinctive color: wooden, bronze, silver and golden.
  • Critical Existence Failure: Retaining just a handful of HP out of a full 100 doesn't hinder the player's attacks or movement in any way at all.
  • Damage Over Time: One is inflicted through the poison from the blowpipes and the poison staff clouds. The flames created when a player is hit by the Fire Staff's fireballs also amount to this.
  • Dash Attack: Ramming Horns allow the player to do one when activated.
  • Die, Chair, Die!: Smashing vases, barrels, spider nests, etc. is key to finding the items necessary to survive.
  • Dishing Out Dirt: The Meteor staff literally drops a giant speeding rock out of the sky at where it is pointed. It is the most damaging attack in the game, but there's always a distinctive sound and a shadow before it hits, so wary players will know to get out of the way.
    • The Boulder Staff is even more literal. However, while the boulders created can hurt people when they pop out of the ground, their main purpose is defensive, as they'll persist on the map and so will act as sturdy (though still destructible) walls, especially when placed at chokepoints.
  • Fantasy Gun Control: Averted, as there's a blunderbuss weapon. It deals twice the damage of an equivalent-tier bow, and 4 times that of a blowpipe dart, but it also requires charge-up time before firing, has to be reloaded more often, and is harder to find ammunition for.
  • Fire, Ice, Lightning: The three direct projectile staffs are these.
  • Friendly Fireproof: Accidentally running into your own projectiles is no problem. Similarly, you won't ever trigger the beartraps you set down yourself.
  • Good Old Fisticuffs: Every player begins the game with fists as their lone attack option. It's an obvious Emergency Weapon, though, since they only deal 10 damage per hit with a mediocre swing time, and so even the players who found mediocre ranged weapons like blowpipes will still outdamage someone who tries to punch them to death.
  • Healing Shiv: The Alleviation Staff creates a small heart-shaped zone which regenerates the health of the players inside it.
  • Hyperactive Metabolism: Healing is done through either eating apples (which restore 30 HP over time), or steaks (which restore the entire life bar, but take twice as long to consume, and the player must stand still during that entire time.) There's also panacea, which restores a little bit of health and adds a bit of a shield at the same time.
  • An Ice Person: There's an Ice Staff, which shoots out Ice Crystals. These are much less damaging than the fireballs or lightning from the other two elemental staffs, but also travel much faster and consume the least mana per shot, allowing the player to rapidly fire off several of them. The player hit by them also gets briefly slowed down.
    • Then, there's the Ice Tiara wearable, which creates a ring of ice crystals circling around the player and damaging anyone who comes close when activated.
  • Joke Weapon: The Monkey's Paw does limited damage of 30, has a mediocre attack speed and reach, and will completely disappear after a single swing, even if it doesn't connect at all. Thus, many players prefer not to bother and fill their item slot with something more conventional as soon as they get the chance.
    • Lethal Joke Weapon: However, its true power is in making the damaged player drop half their equipment, which is randomly chosen. This is potentially a huge deal, as the targeted player may easily end up with no close-range weapons and be forced to frantically scramble to pick one back up as you'll be going in for the kill with something else.
  • Knightly Sword and Shield: Sword and shield are always found together. The sword is a highly balanced weapon with an average damage, attack speed and reach, while the shield negates most of the damage from the projectiles that got caught on it.
  • Limited Loadout: Each player has 6 slots for regular items, and since one is always "occupied" by their fists, the usable amount is 5. In addition, there's a separate slot for wearable items.
  • Luckily, My Shield Will Protect Me: Swords always come paired with shields, and successfully getting the shield to align with an incoming attack absorbs most of its damage.
    • There's also a Void Shield wearable item, which literally generates an impenetrable magic shield in front of the player for a few seconds when activated.
  • Magic Staff: Five of them: three elemental ones that fire projectiles directly, and two that indirectly damage a circular area, but only after a sizeable delay. The latter are potentially much more powerful, but are often easier to dodge. Both types of staffs also consume player's mana when used, and the Poison/Meteor ones also have a much greater consumption.
  • Mana Meter: Every player has one that caps at 100, and is consumed when they attack with the magic staffs. It regenerates on its own, but can also be restored faster through eating mana berries.
  • Multiple Life Bars: Every player can find and drink shield potions that'll give them 50 shield points on top of their life bar, with a maximum of 100. Panacea both heals the player ands a bit of a shield bar, but it's not as effective as the dedicated healing/shield items.
  • No Plot? No Problem!: So far, there's not even a hint of a larger story.
  • Playing with Fire: The Fire Staff shoots out Fireballs, which deal around 30 damage as they hit, and then the affected player continues to burn for a few more seconds.
  • Quicksand Sucks: There are quicksand pools in the desert area, but they simply mire down the player and make it difficult for them to get out. They won't actually kill them on their own, but being a sitting duck for the other players is often dangerous enough regardless.
  • Shock and Awe: The Lightning Staff fires several large ball lightings at once. On impact, they deal similar damage to the fireballs (though without the Damage Over Time the latter inflicts) and are much more damaging than the ice crystals. However, this is offset by the lightning travelling at a much slower speed, thus making this staff the closest-range of the three elemental staffs.
  • Spin Attack: The Double-Headed Axe always attacks in this manner.
  • Spread Shot: The Lightning Staff functions in this manner.
  • Sprint Shoes: Ninja Tabi is a wearable that passively increases movement speed.
  • Technicolor Toxin: The poison from both the Poison Staff and the blowpipes is represented as purple.
  • Tree Cover: Players are completely concealed when hiding inside bushes.
  • Video Game Stealing: Getting hit by the Monkey's Paw makes the player drop around half the stuff they were carrying.