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* LightningBruiser: Hunters. While all the mooks can kill units in one hit, the Hunters have the durability of Infected and the speed of Bursters. Their tradeoff is that they're pushed away and slowed down by Flamethrowers.

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* ActionBomb / SuicideAttack / TakingYouWithMe: Bursters. If they get too near a unit, you can kiss that unit goodbye with the Burster.

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* ActionBomb / SuicideAttack / TakingYouWithMe: TakingYouWithMe:
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Bursters. If they get too near a unit, you can kiss that unit goodbye with the Burster.


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** The Imploder turns the enemy it hits into an one that deals heavy KnockBack, pushing all other enemies around it backwards.
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A Mighty Glacier is 1.) strong, 2.) slow. Health is irrelevant.


* MightyGlacier: Infected are much slower than Runners, Bursters and Hunters, but have LOADS of health to make up for that.
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''Desert Moon'' is a TowerDefense WebGame created on Flash. It plays similarly to ''VideoGame/PlantsVsZombies'', except in diagonal isometric view.

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''Desert Moon'' is a TowerDefense WebGame created on Flash.Flash by [=MaxGames=]. It plays similarly to ''VideoGame/PlantsVsZombies'', except in diagonal isometric view.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/desertmoonlogo_8523.png]]
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* BeamSpam: You can call in a laser turret or even tell the crashed ship to fire a massive volley of lasers. Bear in mind that each laser is a OneHitKill on any enemy.
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* SelfImposedChallenge: Somebody has completed Level 5 on Hard without losing a life... [[http://www.youtube.com/watch?v=sTdyeqB4BOA and without the use of any ability, not even the Repulsor]].
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* TheWarSequence: Level 5's final wave. 50 or so Engineers v.s. 2800 Bursters, Hunters and Infected.

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* KnockBack: The Imploder [[OneHitKill instantly kills]] a Mook and explodes it, knocking back all other units around it.

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* KnockBack: The Imploder [[OneHitKill instantly kills]] a Mook and explodes it, knocking back all other units around it. The Repulsor ability pushes all enemies in the wave, including Hunters that are underground.


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* SelfImposedChallenge: Somebody has completed Level 5 on Hard without losing a life... [[http://www.youtube.com/watch?v=sTdyeqB4BOA and without the use of any ability, not even the Repulsor]].
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* GlassCannon: The stronger units, like Flamethrowers, Imploders and Beam Cutters. The first deals heavy damage to Mooks and the last two kill them instantly. However, like all units, they take one tap from an alien/zombie to die.
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* BoringButPractical: Nail Gunners in Levels 1, 2, and 5. They're cheap and can be bought in large amounts, and a whole row of them can easily take care of Bursters and Runners. Subverted in Levels 3 and 4, where they are easily beaten by Hunters and Infected.

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* EleventhHourSuperpower: The Beam Cutter, which is only available in the final level. It's able to OneHitKill a [[OneHitPolykill whole line of enemies]].



* KillItWithFire: Hunters. In fact, it even slows them down from reaching the flamethrower unit. Infected are also ''very'' vulnerable to the Flamethrower.

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* KillItWithFire: Hunters. In fact, it even slows them down from reaching the flamethrower unit. Infected are also ''very'' vulnerable to the Flamethrower.getting burned.



* StandardStatusEffects: The Fuel Launcher oils enemies, causing Runners, Bursters and Hunters to become slower (Infected are already slow). If they are hit by a flare gun or flamethrower, they catch fire and take extra damage (while being slow).

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* SpikeShooter: The Nail Gun
* StandardStatusEffects: The Fuel Launcher oils enemies, coats the enemies in hardening oil, causing Runners, Bursters and Hunters to become slower (Infected are already slow). If they are hit by a flare gun or flamethrower, they catch fire and take extra damage (while being slow).slow).
* StickySituation: The Fuel Launcher does this to enemies, making Runners, Bursters and Hunters much slower.
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* IsometricProjection
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* TheGoomba: Runners. Bursters are every way more dangerous, by having more health, and faster speed. In the final level, the last few waves contain everything ''except'' Runners.

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* TheGoomba: Runners. Bursters are every way more dangerous, dangerous by having more health, and faster speed.speed and more lethality. In the final level, the last few waves contain everything ''except'' Runners.
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* ImprovisedWeapon: Every single weapon in the game. Your characters are engineers who salvaged components from the wreckage of their ship and made them into weapons.
-->"The wreckage was full of components; Components we put together... and we fought back"


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* SuperweaponSurprise: The Tool conversion sort. The ships engineers were helpless, but with Fuel, Flare guns and even Nail guns, they manage to fight back against the aliens.

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* IdiosyncraticDifficulty: Many players agree than Day 3 on Hard is much tougher than Day 4 and Day 5 on Hard. This is because you can only place one less flamethrower unit, and the Hunters can easily sneak in past the flamers' firing range and kill them. On Day 4 and 5, Hunters don't appear early.


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* SchizophrenicDifficulty: Many players agree than Day 3 on Hard is much tougher than Day 4 and Day 5 on Hard. This is because you can only place one less flamethrower unit, and the Hunters can easily sneak in past the flamers' firing range and kill them. On Day 4 and 5, Hunters don't appear early.
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* IdiosyncraticDifficulty: Many players agree than Day 3 on Hard is much tougher than Day 4 and Day 5 on Hard. This is because you can only place one less flamethrower unit, and the Hunters can easily sneak in past the flamers' firing range and kill them. On Day 4 and 5, Hunters don't appear early.
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* KillItWithFire: Hunters. In fact, it even slows them down from reaching the flamethrower unit.

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* KillItWithFire: Hunters. In fact, it even slows them down from reaching the flamethrower unit. Infected are also ''very'' vulnerable to the Flamethrower.



* TacticalRockPaperScissors: Flamethrowers>Hunters>Imploders>Infected>Most weapons>Bursters>Flamethrowers.

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* TacticalRockPaperScissors: Flamethrowers>Hunters>Imploders>Infected>Most weapons>Bursters>Flamethrowers.Flamethrowers and Imploders beat Hunters/Infected, who beat most other weapons, which beat Bursters, which beat Flamethrowers and Imploders.
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* FourIsDeath: Day 4 is the first time you encounter the zombified crew members.

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* FourIsDeath: In a sort of coincidence, Day 4 is the first time you encounter the zombified crew members.
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* FourIsDeath: Day 4 is the first time you encounter the zombified crew members.

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* ActionBomb: Bursters. If they get too near a unit, you can kiss that unit goodbye.

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* ActionBomb: ActionBomb / SuicideAttack / TakingYouWithMe: Bursters. If they get too near a unit, you can kiss that unit goodbye.goodbye with the Burster.



* TakingYouWithMe: Bursters.
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* PlotTailoredToTheParty: From days 2-4, you fight a new enemy. On that same day you get a weapon that just so happens to counter that enemy type:
** The far-ranged Fuel Launcher that slows down the fast, suicidal Bursters.
** The close-range flamethrower that pushes back and torches the burrowing Hunters that rise when at close-range.
** The Imploder that {{One Hit Kill}}s and pushes back the tough but slow Infected.
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* PaletteSwap[=/=]UndergroundMonkey: Runners, Bursters and Hunters are pretty much recolours of each other, but they act differently. This can get annoying when one doesn't know if that Mook in front is a Hunter or a Burster.

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* PaletteSwap[=/=]UndergroundMonkey: Runners, Bursters and Hunters are pretty much recolours of each other, but they act differently. This can get annoying when one doesn't know can't tell if that Mook in front is a Hunter or a Burster.
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* PaletteSwap[=/=]UndergrounMonkey: Runners, Bursters and Hunters are pretty much recolours of each other, but they act differently. This can get annoying when one doesn't know if that Mook in front is a Hunter or a Burster.

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* PaletteSwap[=/=]UndergrounMonkey: PaletteSwap[=/=]UndergroundMonkey: Runners, Bursters and Hunters are pretty much recolours of each other, but they act differently. This can get annoying when one doesn't know if that Mook in front is a Hunter or a Burster.
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* PaletteSwap[=/=]UndergrounMonkey: Runners, Bursters and Hunters are pretty much recolours of each other, but they act differently. This can get annoying when one doesn't know if that Mook in front is a Hunter or a Burster.

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* FastTunnelling: Hunters.

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* FastTunnelling: DeathWorld: The desert planet.
* FastTunnelling[=/=]SandIsWater:
Hunters.



* OneHitKill: If any of your units are harmed by an alien, they die. The Imploder does this to one enemy and pushes all enemies in the vicinity back. The Beam Cutter is a OneHitPolykill that destroys a line of enemies, but has slow firing rate.

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* OneHitKill: OneHitKill
**
If any of your units are harmed by an alien, they die. In the case of Infected, they become another Infected.
**
The Imploder does this to one enemy and pushes all enemies in the vicinity back. back.
**
The Beam Cutter is a OneHitPolykill that destroys a line of enemies, but has slow firing rate.



* OurZombiesAreDifferent: Infected. For one, they walk normally and don't shamble. Their method of infection is also unknown.

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* OurZombiesAreDifferent: Infected. For one, they walk normally and don't shamble. Their method of infection How they got infected is also unknown.



* StandardStatusEffects: The Fuel Launcher oils enemies, causing them to become slower. If they are hit by a flare gun or flamethrower, they catch fire and take extra damage (while being slow).

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* StandardStatusEffects: The Fuel Launcher oils enemies, causing them Runners, Bursters and Hunters to become slower.slower (Infected are already slow). If they are hit by a flare gun or flamethrower, they catch fire and take extra damage (while being slow).
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* TheVirus: Infected will turn your units into more Infected should they manage to get close.
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* ShiftingSandLand

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-->"Faster, more aggressive... and suicidal. They would literally explode if they got close to one of us. We had to keep them as far away as possible."



* KillItWithFire: Hunters.
* KungFuProofMook: Hunters are immune to damage when underground, will only rise when near a unit, and have lots of health. These basically act similarly to the Snorkel Zombie from ''VideoGame/PlantsVsZombies''.

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* KillItWithFire: Hunters.
Hunters. In fact, it even slows them down from reaching the flamethrower unit.
* KnockBack: The Imploder [[OneHitKill instantly kills]] a Mook and explodes it, knocking back all other units around it.
* KungFuProofMook: Hunters are immune to damage when underground, will only rise when near a unit, and have lots of health. These basically act similarly similar to the Snorkel Zombie from ''VideoGame/PlantsVsZombies''.



* MightyGlacier: Infected are much slower than Runners, Bursters and Hunters, but have LOADS of health to make up for that.



* OurZombiesAreDifferent: Infected. For one, they walk normally and don't shamble. Their method of infection is also unknown.
* StandardStatusEffects: The Fuel Launcher oils enemies, causing them to become slower. If they are hit by a flare gun or flamethrower, they catch fire and take extra damage (while being slow).
* TacticalRockPaperScissors: Flamethrowers>Hunters>Imploders>Infected>Most weapons>Bursters>Flamethrowers.



* WormSign: Hunters have these when burrowed underground.

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* WormSign: Hunters have these when burrowed underground.underground.
* ZergRush: The enemies attack in this format, especially on the final wave and "massive waves".
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''Desert Moon'' is a TowerDefense WebGame created on Flash. It plays similarly to ''VideoGame/PlantsVsZombies'', except in diagonal isometric view.

You play a crew of ship engineers whose ship has crashed on a desert planet. While awaiting for a rescue ship, they are attacked by hordes of vicious aliens and zombies, and they have to salvage components from their ship to fight back.

You can play it [[http://armorgames.com/play/7556/desert-moon here.]]
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!!'''Tropes present in this game''':

* ActionBomb: Bursters. If they get too near a unit, you can kiss that unit goodbye.
* FastTunnelling: Hunters.
* FrickinLaserBeams: Averted. Lasers are instant HitScan weapons.
* TheGoomba: Runners. Bursters are every way more dangerous, by having more health, and faster speed. In the final level, the last few waves contain everything ''except'' Runners.
* KillItWithFire: Hunters.
* KungFuProofMook: Hunters are immune to damage when underground, will only rise when near a unit, and have lots of health. These basically act similarly to the Snorkel Zombie from ''VideoGame/PlantsVsZombies''.
-->"...then it seemed like the desert came alive... they were coming out from under the sand! We couldn't do anything until they were too close. Their skin was tougher than the plating of our wrecked ship. They were bloodthirsty... slaughtering one man after another. [[KillItWithFire The only way to kill them was to burn them]]."
* NightOfTheLivingMooks: Infected. These have a LOT of health, but are the slowest Mooks and are easily pushed back and killed by the Imploder.
-->"When we crashed, the ship had split in two. I didn't think anyone from the other section had survived. But there they were, walking towards us. I ran out towards them... my buddies. I thought... no way they could have survived! Only when I got closer did I realize I was right. They hadn't survived."
* OneHitKill: If any of your units are harmed by an alien, they die. The Imploder does this to one enemy and pushes all enemies in the vicinity back. The Beam Cutter is a OneHitPolykill that destroys a line of enemies, but has slow firing rate.
* OneHitPointWonder: All your units are defeated in one hit.
* TakingYouWithMe: Bursters.
* WormSign: Hunters have these when burrowed underground.

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