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* ContinuingIsPainful: You can choose to start on a later mission if you want, but the game warns you that without the upgrades from previous missions, things will be considerably more difficult.
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* ContinuingIsPainful: You can choose to start on a later mission if you want, but the game warns you that without the amassed upgrades from previous missions, things will be considerably more difficult. difficult.
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* DeadlyDodging: Certain enemy attacks (like guns) will trigger if they have any target in their path, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way. There's also the Dodge card, a specific action that both moves Agent 11 a step and forces all enemies to immediately perform their attacks.
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* DeadlyDodging: Certain enemy attacks (like guns) will trigger if they have any Attacks that target in their path, multiple tiles affect the first character they reach, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way. There's also way and letting someone else take the Dodge card, a specific action that both moves Agent 11 a step and forces all enemies to immediately perform their attacks.hit.
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* GratuitousNinja: The entire point of the Jade Staff section.
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* GratuitousNinja: The entire point of the Jade Staff section.Staff.
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'''Agent 11:''' Don't we all.
* HeavilyArmoredMook: Certain EliteMooks can simulate this trope by passively generating high amounts of block per turn to mitigate damage, and a couple will retain any block they've built up between turns. Often, the best way to eliminate them is by RingOut.
* HeavilyArmoredMook: Certain EliteMooks can simulate this trope by passively generating high amounts of block per turn to mitigate damage, and a couple will retain any block they've built up between turns. Often, the best way to eliminate them is by RingOut.
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'''Agent 11:''' Don't we all.
all?
* HeavilyArmoredMook: CertainEliteMooks enemies can simulate this trope by passively generating high amounts of block per turn to mitigate damage, and a couple some mini-bosses will retain any block they've built up between turns. Often, the The best way to eliminate them these foes is by RingOut.
* HeavilyArmoredMook: Certain
* MiniBoss: Each gang has two unique enemies besides their boss that you'll need to fight at thresholds, who have high HP and gimmicks that make them tougher than regular henchmen.
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* PushyMooks: The masked Biker mook attacks with an advancing kick, and the Mystical Ninja has a ranged shove. Both of these will move their target around if they make contact, even if the damage is blocked. However, dodging the attack entirely will also avoid the push.
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* PushyMooks: Inevitable, with the game's emphasis on careful positioning. The masked Biker mook attacks with an advancing kick, the Bouncer has a shove that can auto-trigger on Agent 11's turn, and the Mystical Ninja has a ranged shove. Both of these will move their target around if they make contact, even if the damage is blocked. However, dodging the attack entirely will also avoid the push.shove.
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* ThreeStrikeCombo: One attack is three punches delivered in quick succession. Also, most versions start with three Momentum per turn, and pretty much all the attack cards in the Balanced starter use only one Momentum, so you can chain, say, Quick Strike, Quick Kick/Front Kick and Long Strike/Hammerfist into a three-hit sequence that also pushes the enemy away.
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* SplashOfColor: The game environment is entirely colorless and has only minimal texturing, while the silhouettes of characters are a bright, solid color, save for some selective detailing in white (like the undershirt of Agent 11's [[BadassInANiceSuit nice suit]]).
* ThreeStrikeCombo: One attack is three punches delivered in quick succession. Also, mostversions decks start with three Momentum per turn, and pretty much all the attack cards in the Balanced starter use only one Momentum, so you can chain, say, Quick Strike, Quick Kick/Front Kick and Long Strike/Hammerfist into a three-hit sequence that also pushes the enemy away.
* ThreeStrikeCombo: One attack is three punches delivered in quick succession. Also, most
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* DeadlyDodging: Moving away from an enemy's attack will have them still attack anybody in range. With gun-wielding enemies, you can also make them hit somebody else by dodging their attacks.
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* DeadlyDodging: Moving away from an enemy's attack Certain enemy attacks (like guns) will trigger if they have them still attack anybody any target in range. With gun-wielding enemies, you can their path, allowing Agent 11 to SetAMookToKillAMook by simply stepping out of the way. There's also make them hit somebody else by dodging the Dodge card, a specific action that both moves Agent 11 a step and forces all enemies to immediately perform their attacks.
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* DeadlyDodging: Moving away from an enemy's attack will have them still attack anybody in range. With gun-wielding enemies, you can also make them hit somebody else by dodging their attacks.
* ElevatorActionSequence: Elevators occasionally pop up as a map in the i Completi chapter. As a 3x3 square, they're the tightest space in the entire game, forcing you to adapt your tactics to it.
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* UnfriendlyFire: If you're in range of an enemy's attack, you can step out of the way and push the enemy into the line of fire, making them the target instead. This doesn't work if an enemy starts the turn facing another, though.
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* UnfriendlyFire: If you're in range of an enemy's attack, Although informants are forced to attack you to keep their cover intact, you can step out of exploit the way and push the enemy into the line of fire, making DeadlyDodging mechanics in order to allow them the target instead. This doesn't work if an enemy starts the turn facing another, though.to attack their "buddies".
* WeNeedADistraction: The i Completi will pull this on you, as their bartenders will weaken you with distracting bartending tricks.
* WeNeedADistraction: The i Completi will pull this on you, as their bartenders will weaken you with distracting bartending tricks.
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Dual Tonfas is no longer a trope
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* DualTonfas: Wielded by a class of enemies in the Jade Staff level; their defensive nature makes them the equivalent of a ShieldBearingMook and unable to be damaged from the front. Their attack also consists of two strikes, meaning a single dodge is only enough to dodge one of the hits.
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* SpiritualSuccessor: The game is often described by players and audiences as "''VideoGame/MetalGearAcid'' without the guns".
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* DeviousDaggers: Agent 11, being a spy, uses a knife for their bleed-inducing attacks as well as some ranged ones.
* DoesntLikeGuns: While some mooks bring guns, Agent 11 only uses thrown darts and knives for their ranged attacks.
* DoesntLikeGuns: While some mooks bring guns, Agent 11 only uses thrown darts and knives for their ranged attacks.
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* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty. Notably, while certain enemies do bring guns to the fight, Agent 11 doesn't resort to them (though Agent 11 is perfectly willing to [[SetAMookToKillAMook maneuver enemies into shooting their friends]]).
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* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty. Notably, while certain enemies do bring guns to the fight, While Agent 11 doesn't resort to them (though Agent 11 is perfectly willing to [[SetAMookToKillAMook maneuver and a few mooks and bosses use complicated moves, most enemies into shooting their friends]]).will stick to bog-standard brawling. That makes them no less dangerous, however.
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** RailingKill: Some level edges are guarded by railings, making it impossible to tackle or suplex enemies off the edge, but any other push attack will push them over the railing to their doom, in classical fashion. The player can even use a basic sideways shove to flip them over and out.
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* AllTheWorldsAreAStage: In the final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.
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* AllTheWorldsAreAStage: In the beta final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.
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* ColorCodedForYourConvenience: Agent 11 and their handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
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* ColorCodedForYourConvenience: Agent 11 and their handler are black, black [[spoiler:as are the rogue Section Eleven agents]], the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
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* EvilCounterpart: [[spoiler:In the full release, the final boss is Agent 11's corrupt predecessor, Agent XI.]]
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* MarathonBoss: [[spoiler:Downplayed. The full release's final mission is a long fight with Agent XI and his mercenaries aboard his airplane, and each of the three levels [[FrontlineGeneral has you fighting him as well]]. You can rest between scenes, but you have to conserve Agent 11's health as well.]]
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* AllBikersAreHellsAngels: The first organization you face is the Death's Head biker gang. Their boss is a bearded fellow wearing a vest.
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* AllBikersAreHellsAngels: The first organization you face is the Death's Head biker gang. Their boss is a bearded fellow wearing a vest. Justified in that they're a resurgence of the Nordic Biker Gang wars of the 90's which actually did involve the Hell's Angels.
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Alphabetization.
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''Fights In Tight Spaces'' is a single-player, turn-based, deckbuilding [[{{Roguelike}} roguelite]] based on the moment-to-moment decision making in {{Fight Scene}}s. You and your enemies are represented on a small square grid, and possible actions you can take are represented by a hand of cards. With those cards, you must outplay and outwit your opponents to be the last one standing.
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''Fights In in Tight Spaces'' is a single-player, turn-based, deckbuilding {{deckbuilding|Game}} [[{{Roguelike}} roguelite]] based on the moment-to-moment decision making in {{Fight Scene}}s. You and your enemies are represented on a small square grid, and possible actions you can take are represented by a hand of cards. With those cards, you must outplay and outwit your opponents to be the last one standing.
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The game was released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021, and was fully released on December 2 that year.
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The game was developed by British studio Ground Shatter, published by Mode 7 Games, and released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021, and was fully released with the full release happening on December 2 that year.
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!!Fights In Tight Spaces contains examples of:
* ARareSentence: Even Agent 11's boss is surprised to have to tell you that Berlin has a ninja problem.
* AdamSmithHatesYourGuts: The costs of medical and gym services rises sharply with each subsequent purchase you make in that location. Thankfully, this is only per location, so you'll always have an opportunity to purchase something each time you enter a new location.
* ARareSentence: Even Agent 11's boss is surprised to have to tell you that Berlin has a ninja problem.
* AdamSmithHatesYourGuts: The costs of medical and gym services rises sharply with each subsequent purchase you make in that location. Thankfully, this is only per location, so you'll always have an opportunity to purchase something each time you enter a new location.
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* TheEndOrIsIt: The game ends with all of the organization leaders in jail... but the last line has one of them saying "(...and so it begins)".
* PurelyAestheticGender: You can choose one of two characters to represent Agent 11, and the game remains the same either way.
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* PurelyAestheticGender: You can choose one of two characters to represent Agent 11, and the game remains the same either way.
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* PurelyAestheticGender: You can choose one of two characters to represent ARareSentence: Even Agent 11, and the game remains the same either way.11's boss is surprised to have to tell you that Berlin has a ninja problem.
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* TheEndOrIsIt: The game ends with all of the organization leaders in jail... but the last line has one of them saying "(...and so it begins)".
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* DualTonfas: Wielded by a class of enemies in the Jade Staff level; their defensive nature makes them the equivalent of a ShieldBearingMook and unable to be damaged from the front. Their attack also consists of two strikes, meaning a single dodge is only enough to dodge one of the hits.
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See Example Indentation In Trope Lists. All examples must start on a first-level bullet point.
* NoSympathyBetweenMooks: SetAMookToKillAMook applies to ''all'' enemies, leading to cases where minions can wind up stabbing or shooting their own lieutenants or boss, just because they were shoved in front of the minions' path.
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** NoSympathyBetweenMooks: The above applies to *all* enemies, leading to cases where minions can wind up stabbing or shooting their own lieutenants or boss, just because they were shoved in front of the minions' path.
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Added some more "enemy" tropes
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* KeystoneArmy: On a boss mission at the end of an act, the second the boss dies, all the action stops, any remaining queued attacks are aborted, and the player instantly wins, no matter how many other enemies are surrounding them seemingly ready to beat them up. This even applies if the boss merely bled out passively.
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* PushyMooks: The masked Biker mook attacks with an advancing kick, and the Mystical Ninja has a ranged shove. Both of these will move their target around if they make contact, even if the damage is blocked. However, dodging the attack entirely will also avoid the push.
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** NoSympathyBetweenMooks: The above applies to *all* enemies, leading to cases where minions can wind up stabbing or shooting their own lieutenants or boss, just because they were shoved in front of the minions' path.
* ShieldBearingMook: A couple of enemies have the special property that they can't be damaged from the front - necessitating that the player move around them and attack from the sides or rear, or throw them onto the floor instead.
* ShieldBearingMook: A couple of enemies have the special property that they can't be damaged from the front - necessitating that the player move around them and attack from the sides or rear, or throw them onto the floor instead.
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* UnfriendlyFire: If you're in range of an enemy's attack, you can step out of the way and push the enemy into the line of fire, making them the target instead. This doesn't work if an enemy starts the turn facing another, though.
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* ColorCodedForYourConvenience: Agent 11 and his handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
* CombatPragmatist: Agent 11 never goes as far as to use guns, but he's willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on his opponents.
* CombatPragmatist: Agent 11 never goes as far as to use guns, but he's willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on his opponents.
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* ColorCodedForYourConvenience: Agent 11 and his their handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Staff mooks are green, and I Completi mooks are purple.
* CombatPragmatist: Agent 11 never goes as far as to use guns, buthe's they're willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on his opponents.their opponents.
* CombatStilettos: The feminine Agent 11 wears heels, and is just as deadly.
* CombatPragmatist: Agent 11 never goes as far as to use guns, but
* CombatStilettos: The feminine Agent 11 wears heels, and is just as deadly.
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* DeadpanSnarker: Starting with the Insiders level, Agent 11 starts making witty comments about the next mission to his boss. It only comes up in the section openers, although the Taunt card does imply some use of it in combat too.
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* DamageOverTime: Some cards and enemies inflict a bleeding status effect, which causes those afflicted to lose health each turn. The Slasher deck centers around using bleed cards.
* DeadpanSnarker: Starting with the Insiders level, Agent 11 starts making witty comments about the next mission tohis their boss. It only comes up in the section openers, although the Taunt card does imply some use of it in combat too.
* DeadpanSnarker: Starting with the Insiders level, Agent 11 starts making witty comments about the next mission to
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* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty. Notably, while certain enemies do bring guns to the fight, Agent 11 never uses them himself (though he's perfectly willing to [[SetAMookToKillAMook dupe enemies into shooting their friends]]).
to:
* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty. Notably, while certain enemies do bring guns to the fight, Agent 11 never uses doesn't resort to them himself (though he's Agent 11 is perfectly willing to [[SetAMookToKillAMook dupe maneuver enemies into shooting their friends]]).
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* TheMafia: The Section Eleven boss says that i Completi is a modern take on the Mafia structure and responsible for most of the crimes in the Mediterranean area. Their mission can have you fighting in spaces like suites, sun decks, and hotel rooms.
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* PurelyAestheticGender: You can choose one of two characters to represent Agent 11, and the game remains the same either way.
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The game was released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021.
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The game was released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021.2021, and was fully released on December 2 that year.
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* ColorCodedForYourConvenience: Agent 11 and his handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Sceptre mooks are green, and I Completi mooks are purple.
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* ColorCodedForYourConvenience: Agent 11 and his handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Sceptre Staff mooks are green, and I Completi mooks are purple.
* HeavilyArmoredMook: Certain EliteMooks can simulate this trope by passively generating high amounts of block per turn to mitigate damage, and a couple will retain any block they've built up between turns. Often, the best way to eliminate them is by RingOut.
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* {{Prison}}: The second mission has you infiltrating a prison to dismantle its insiders.
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* {{Prison}}: The second mission has you infiltrating a prison correctional facility to dismantle its insiders.a powerful prison gang.
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* InstitutionalApparel: The Insiders are a prison gang, their mooks mainly wear jumpsuits, and appropriately their faction color is orange.
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* ColorCodedForYourConvenience: Agent 11 and his handler are black, the British Ambassador is yellow, Death's Head mooks are red, Insider mooks are orange, Jade Sceptre mooks are green, and I Completi mooks are purple.
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* SetAMookToKillAMook: Your enemies are capable of hurting each other with both regular attacks and counters. With clever planning, you can win a battle while throwing only a few of your own blows. Cards like Dodge, Redirect, Grapple, Push and Shove are particularly useful for it, especially when upgraded (since an upgraded Grapple or Redirect costs no momentum to use).
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* SetAMookToKillAMook: Your enemies are capable of hurting each other with both regular attacks and counters. With clever planning, you can win a battle while throwing only a few of your own blows. Cards that reposition you and/or your enemies like Dodge, Redirect, Grapple, Push and Shove are particularly useful for it, especially when upgraded (since an upgraded Grapple or Redirect costs no momentum to use).
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* CombatPragmatist: Agent 11 never goes as far as to use guns, but he's willing to use other things like stun darts, flash powder, and the environment itself to gain a leg up on his opponents.
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* ExactlyWhatItSaysOnTheTin: You [[GoodOldFisticuffs fist-fight]] enemies in claustrophobic spaces, as the title suggest.
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* ExactlyWhatItSaysOnTheTin: You [[GoodOldFisticuffs fist-fight]] enemies in claustrophobic spaces, as the title suggest.suggests.
* ExcusePlot: There are criminal organizations up to no good and it's up to you to take them out.
* ExcusePlot: There are criminal organizations up to no good and it's up to you to take them out.
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* AllBikersAreHellsAngels: The first organization you face is the Death's Head biker gang. Their boss is a bearded fellow wearing a vest.
* AllTheWorldsAreAStage: In the final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.
* AllTheWorldsAreAStage: In the final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.
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* DressedToKill: The Section Eleven agent wears a sharp suit while taking on enemies.
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* DressedToKill: The Section Eleven agent Agent 11 wears a sharp suit while taking on enemies.
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* GatheringSteam: The basis of the combo mechanic, which raises by one each time you land a blow and goes down when you move. Some cards are more effective at high combo levels, and some require a certain combo level to be useable at all.
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* {{Prison}}: The second mission has you infiltrating a prison to dismantle its insiders.
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* SituationalDamageAttack: Certain moves can deal lots of damage, but require specific circumstances in order to use. For example, Head Smash requires your target to be next to a wall or an object, and Wall Jump Punch requires you to be between a wall and your target.
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* TheEndOrIsIt: The game ends with all of the organization leaders in jail... but the last line has one of them saying "(...and so it begins)".
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* AWinnerIsYou: Complete the final mission, and you're treated to a scene where the leaders of the organizations you've felled are in prison, while the Section Eleven boss congratulates you on your work.
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* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty.
to:
* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty. Notably, while certain enemies do bring guns to the fight, Agent 11 never uses them himself (though he's perfectly willing to [[SetAMookToKillAMook dupe enemies into shooting their friends]]).
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* ARareSentence: Even Agent 11's boss is surprised to have to tell you that Berlin has a ninja problem.
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* BarBrawl: One of the locations you fight in is a bar.
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* BadassInANiceSuit: Agent 11 - as you would expect from an obvious Franchise/JamesBond {{Expy}}.
* BarBrawl: One of the locations you fight in is a bar. The final battle of the Death's Head Bikers will usually be in one.
* BarBrawl: One of the locations you fight in is a bar. The final battle of the Death's Head Bikers will usually be in one.
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* CounterAttack: Some cards let you hit your enemies back if they hit you. The Counter Striker deck is built around these types of cards.
to:
* CounterAttack: Some cards let you hit your enemies back if they hit you. The Counter Striker deck is built around these types of cards. Some enemies also have counter-attacks, which can make them an absolute bastard to fight - although it also leads to hilarious displays if you can [[SetAMookToKillAMook abuse movement and redirection]] so that they end up counter-attacking impacts from their own side.
* DeadpanSnarker: Starting with the Insiders level, Agent 11 starts making witty comments about the next mission to his boss. It only comes up in the section openers, although the Taunt card does imply some use of it in combat too.
-->'''Agent 11:''' (on being sent on an undercover mission into prison) I'm afraid orange isn't my colour.
* DeadpanSnarker: Starting with the Insiders level, Agent 11 starts making witty comments about the next mission to his boss. It only comes up in the section openers, although the Taunt card does imply some use of it in combat too.
-->'''Agent 11:''' (on being sent on an undercover mission into prison) I'm afraid orange isn't my colour.
* GratuitousNinja: The entire point of the Jade Staff section.
-->'''Handler:''' [[ARareSentence I wasn't expecting to say this]], but Berlin has a bit of a ninja problem.\\
'''Agent 11:''' Don't we all.
-->'''Handler:''' [[ARareSentence I wasn't expecting to say this]], but Berlin has a bit of a ninja problem.\\
'''Agent 11:''' Don't we all.
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* ProtectionMission: Sometimes, there is a friendly target that you have to protect. While it's not always required, accomplishing the task can get you an edge in the future.
* SetAMookToKillAMook: Your enemies are capable of hurting each other. With clever planning, you can win a battle while throwing only a few of your own blows.
* SetAMookToKillAMook: Your enemies are capable of hurting each other. With clever planning, you can win a battle while throwing only a few of your own blows.
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* KungFuProofMook: Minibosses are often immune to being Downed, and there's a Jade Staff miniboss who is also immune to friendly attacks, making redirection less useful against him.
* ProtectionMission: Sometimes, there is a friendly target that you have toprotect.protect, usually the British Ambassador. While it's not always required, accomplishing the task can get you an edge in the future.
* RingOut: If someone gets pushed out of the level, they're done. Makes sense when you're throwing them off prison walkways or onto subway tracks. Makes a bit less sense when you shove someone out of a public restroom and they pass out rather than just coming back in again.
* SetAMookToKillAMook: Your enemies are capable of hurting eachother.other with both regular attacks and counters. With clever planning, you can win a battle while throwing only a few of your own blows. Cards like Dodge, Redirect, Grapple, Push and Shove are particularly useful for it, especially when upgraded (since an upgraded Grapple or Redirect costs no momentum to use).
* ProtectionMission: Sometimes, there is a friendly target that you have to
* RingOut: If someone gets pushed out of the level, they're done. Makes sense when you're throwing them off prison walkways or onto subway tracks. Makes a bit less sense when you shove someone out of a public restroom and they pass out rather than just coming back in again.
* SetAMookToKillAMook: Your enemies are capable of hurting each
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* ThreeStrikeCombo: One attack is three punches delivered in quick succession.
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* ThreeStrikeCombo: One attack is three punches delivered in quick succession. Also, most versions start with three Momentum per turn, and pretty much all the attack cards in the Balanced starter use only one Momentum, so you can chain, say, Quick Strike, Quick Kick/Front Kick and Long Strike/Hammerfist into a three-hit sequence that also pushes the enemy away.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capsule_616x353_88.jpg]]
%%[[caption-width-right:350:some caption text]]
%%[[caption-width-right:350:some caption text]]
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* SpiritualSuccessor: The game is often described by players and audiences as "''VideoGame/MetalGearAcid'' without the guns".
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* ExactlyWhatItSaysOnTheTin: You [[GoodOldFisticuffs fist-fight]] enemies in claustrophobic spaces, as the title suggest.
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Removed Parrying Bullets since the block animation for bullets is a dodge. Moved Rapid-Fire Fisticuffs example to better-fitting trope.
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Fights In Tight Spaces is a single player, turn based, deckbuilding video game set to come out in early 2021. In it, the player follows an agent of Section 11. In a world where espionage consists mainly of analysts poring over data packets, Section 11's role is to find more direct solutions. Specifically via smashing your fist into people's faces and people's faces into other things.
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In a world where espionage consists mainly of analysts poring over data packets, Section
The game was released on UsefulNotes/{{Steam}} in Early Access on February 24, 2021.
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* DressedToKill: The Player Character.
* ParryingBullets: Turned UpToEleven, You can block bullets with only your arms.
* RapidFireFisticuffs: DownplayedTrope: The three punch combo is 3 punches delivered in quick succession.
* ParryingBullets: Turned UpToEleven, You can block bullets with only your arms.
* RapidFireFisticuffs: DownplayedTrope: The three punch combo is 3 punches delivered in quick succession.
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* AdamSmithHatesYourGuts: The costs of medical and gym services rises sharply with each subsequent purchase you make in that location. Thankfully, this is only per location, so you'll always have an opportunity to purchase something each time you enter a new location.
* ArbitraryMissionRestriction: Each fight has several optional objectives to complete, e.g. finish in a certain number of turns or defeat enemies in a particular way. Completing them earns a variety of rewards like money or stat enhancements.
* BarBrawl: One of the locations you fight in is a bar.
* BathroomBrawl: You'll often find yourself brawling in a bathroom.
* ContinuingIsPainful: You can choose to start on a later mission if you want, but the game warns you that without the upgrades from previous missions, things will be considerably more difficult.
* CounterAttack: Some cards let you hit your enemies back if they hit you. The Counter Striker deck is built around these types of cards.
* DressedToKill: ThePlayer Character.
Section Eleven agent wears a sharp suit while taking on enemies.
*ParryingBullets: Turned UpToEleven, You FightLikeACardPlayer: The various actions you can block bullets with take are represented as cards.
* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty.
* JackOfAllStats: Your starting deck is a balanced one that mixes offense and defense together.
* ProtectionMission: Sometimes, there is a friendly target that you have to protect. While it's not always required, accomplishing the task can get you an edge in the future.
* SetAMookToKillAMook: Your enemies are capable of hurting each other. With clever planning, you can win a battle while throwing only a few of yourarms.
own blows.
*RapidFireFisticuffs: DownplayedTrope: The ThreeStrikeCombo: One attack is three punch combo is 3 punches delivered in quick succession.succession.
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* ArbitraryMissionRestriction: Each fight has several optional objectives to complete, e.g. finish in a certain number of turns or defeat enemies in a particular way. Completing them earns a variety of rewards like money or stat enhancements.
* BarBrawl: One of the locations you fight in is a bar.
* BathroomBrawl: You'll often find yourself brawling in a bathroom.
* ContinuingIsPainful: You can choose to start on a later mission if you want, but the game warns you that without the upgrades from previous missions, things will be considerably more difficult.
* CounterAttack: Some cards let you hit your enemies back if they hit you. The Counter Striker deck is built around these types of cards.
* DressedToKill: The
*
* GoodOldFisticuffs: Section Eleven's philosophy. When all else fails, you have to get down and dirty.
* JackOfAllStats: Your starting deck is a balanced one that mixes offense and defense together.
* ProtectionMission: Sometimes, there is a friendly target that you have to protect. While it's not always required, accomplishing the task can get you an edge in the future.
* SetAMookToKillAMook: Your enemies are capable of hurting each other. With clever planning, you can win a battle while throwing only a few of your
*
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* RapidFireFisticuffs: DownplayedTrope: The three combo punch is 3 punches delivered in quick succession.
to:
* RapidFireFisticuffs: DownplayedTrope: The three punch combo punch is 3 punches delivered in quick succession.
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Changed line(s) 4,6 (click to see context) from:
* [[DressedToKill]]: The Player Character.
* [[ParryingBullets]]: Turned [[UpToEleven]], You can block bullets with only your arms.
* [[RapidFireFisticuffs]]: [[DownplayedTrope]]: The three combo punch is 3 punches delivered in quick succession.
* [[ParryingBullets]]: Turned [[UpToEleven]], You can block bullets with only your arms.
* [[RapidFireFisticuffs]]: [[DownplayedTrope]]: The three combo punch is 3 punches delivered in quick succession.
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* [[DressedToKill]]: DressedToKill: The Player Character.
*[[ParryingBullets]]: ParryingBullets: Turned [[UpToEleven]], UpToEleven, You can block bullets with only your arms.
*[[RapidFireFisticuffs]]: [[DownplayedTrope]]: RapidFireFisticuffs: DownplayedTrope: The three combo punch is 3 punches delivered in quick succession.
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Added DiffLines:
Fights In Tight Spaces is a single player, turn based, deckbuilding video game set to come out in early 2021. In it, the player follows an agent of Section 11. In a world where espionage consists mainly of analysts poring over data packets, Section 11's role is to find more direct solutions. Specifically via smashing your fist into people's faces and people's faces into other things.
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!!Fights In Tight Spaces contains examples of:
* [[DressedToKill]]: The Player Character.
* [[ParryingBullets]]: Turned [[UpToEleven]], You can block bullets with only your arms.
* [[RapidFireFisticuffs]]: [[DownplayedTrope]]: The three combo punch is 3 punches delivered in quick succession.
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!!Fights In Tight Spaces contains examples of:
* [[DressedToKill]]: The Player Character.
* [[ParryingBullets]]: Turned [[UpToEleven]], You can block bullets with only your arms.
* [[RapidFireFisticuffs]]: [[DownplayedTrope]]: The three combo punch is 3 punches delivered in quick succession.