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A green shimmer erupts then disappears, and you hit the ground. You look pretty hungry...
— The first message you see when you open the game.

Trimps is an Idle Game by GreenSatellite.

You start off alone in the wild on an unfamiliar planet. By building a trap, you catch an impish creature, which you decide to call a Trimp. Catching more of them and putting them to work, you start to build a small society. Soon, you have enough resources to start sending out your Trimps to explore the world.

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Contains examples of:

  • Added Alliterative Appeal:
    • The speedrun achievements for Spire II are called Toxic Treader, Toxic Trotter, Toxic Traveller, Toxic Tempo and Toxic Teleporter.
    • A Zone 430 story message goes like this: The Trimps tried tying two Turkimps to this tall tree, then the Turkimps thrashed those three trillion Trimps, throwing the Trimps tumbling towards the tall tree. The Trimps truly tried. Those Turkimps though... they tough.
  • Another Dimension: Many worlds can be found in other dimensions, and reached through maps. The planet of the Trimps is in a different dimension than your home planet.
  • Anti-Frustration Features:
    • Patch 4.8 added a new Heirloom tier which didn't allow to reroll bonuses, making hunting for the perfect ones a weeks' long quest. Sixteen days later, Patch 4.81 brought up the odds somewhat by giving each Heirloom of that tier a bonus empty slot.
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    • As you progress, the early Zones become very easy, but because fighting happens at a certain maximum speed, they take time to go through on every run. To counter that, various speedup perks and Masteries begin appearing in the late game. Clearing the Spire opens up Liquification, a way to beat all enemies in an early Zone at once, letting you breeze through the beginning.
  • Beef Gate: If a boss has the go-first skill and does more damage than your Trimp's combined HP and blocking skill, you can't get past him until you increase those two stats. Increasing Trimp damage is only helpful when they have a chance to actually inflict damage.
  • Big Bad: Captain Druopitee, who erased your memory, dropped you on the planet, and is creating the corruption.
  • Blood Knight: Whatever the Moltimp is, it thanks you for the fight and gives you its loot before dying.
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  • Damage Reduction: Damage Blocking directly reduces the amount of damage that enemies deal to your Trimps by said amount of blocking. This can be reduced below zero, making the enemy unable to harm your trimps for that turn. However, world enemies will eventually gain an Armor-Piercing Attack making the block stat less effective to push forward.
  • The Corruption: Called just that, it infects the creatures of the world and makes them more dangerous.
  • Eldritch Abomination: The Improbabilities, anomalies in spacetime that start showing up after a certain point, replacing the Blimps as end-zone enemies. Killing your first Improbability breaks the planet.
  • Everything Trying to Kill You: Every life form except for the Trimps is hostile to you.
  • Evil Tower of Ominousness: The Spire from which the corruption originates. It's also where the confrontation with the Big Bad takes place.
  • Export Save: This game has a 15KB+ save file (growing to 40KB+ on later stages) that can be copied manually from an in-game window, copied into clipboard or downloaded as a file and imported by pasting it into another window.
  • Explosive Breeder: Trimps reproduce very quickly. All the better more to send them out to kill monsters and have them die doing it.
  • Happiness in Slavery: The Trimps are all too willing to serve, even if that means rushing into combat to get slaughtered.
  • Killer Rabbit: Certain otherwise-cutesy mooks (examples are Penguimps, Flowimps, and Squirrimps) tend to hurt a lot more than the other animal-themed mooks in the same area.
  • Lethal Lava Land: In Zone 230, after the Spire, there's another anomaly that occurs when the player opens up a locked chest- Magma. This causes your Trimps to suffer overheating, greatly reducing their health and attack every zone, while 10% of Nurseries get closed down each zone.
  • New Game+: The Time Portal sends you back to the start of the game, resetting everything except for a few stats and special items.
  • New Skill as Reward: A number of perks have to be unlocked by completing either a Spire row or a Challenge.
  • One-Hit Kill: It happens if a boss can do more damage than your Trimp's combined HP and blocking skill.
  • Portmanteau: Trimp = Trap + Imp. Appropriately enough, they're imp-like creatures that you first find in a trap, and hence decide to call them that.
  • Running Gag: Some automation features are unlocked by getting an "Auspicious Presence" from a Void Map, which offers to fulfill any wish you want. You always pick an annoying thing to be automated for you (such as storage upgrades) and immediately regret not asking to go home. Each time after the first, you also get the feeling this has happened before.
  • A Storm Is Coming: As you get closer to the first Improbability, the sky gets darker and stormier.
  • Tastes Like Purple: The corruption smells "purple."
  • Tempting Fate: After you beat the Spire (and shortly before Magma appears):
    There's still Corruption, but it feels less threatening. You feel more at peace with the planet and feel like you're on track to repairing it. Surely nothing else terrible will happen any time soon.
  • Theme Naming: With the exception of yourself and Captain Druopitee, pretty much every sentient being you encounter has the word "Imp" in its name.
  • Unstable Equilibrium: Magma has this effect. You get Fuel by progressing through zones, but lose it at a constant rate as your Dimensional Generator uses it to produce population. The faster you progress, the more Fuel in storage you have, the more efficient it is, the more Trimps it produces, the more Coordinations you can buy and the faster you can progress. Magma also causes some status debuffs, so initially it's a wall, but as you portal, it eventually starts helping you.
  • What Measure Is a Mook?: Advancing through the world requires sending your Trimps to battle, which inevitably results in their deaths. But you'll just breed new ones, anyway.
    You look behind and see your kingdom. You have gems, a colony, and territory. You wonder if enough Trimps have already fallen in battle. After contemplation, one word falls out of your mouth as you begin to move forward. 'Nah'
  • You Wake Up in a Room: You wake up on an alien planet with no memory of how you got there. As you progress through the game, you'll start to remember bits of your life prior to your arrival.
  • Zerg Rush: Basic Trimp strategy. It helps that they're much stronger in numbers.

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