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Junkworld is a game made by creators of Kingdom Rush, so it's bound to be an awesome experience. All spoilers unmarked!


  • The sheer Scenery Gorn of every location. It's a world ravaged by nuclear war, with barren wastelands strewn with remnants of civilization, swamps littered by encampments of madmen and barrels of toxic wastes, an abandoned city where reality went out to lunch, a mountaintop with futuristic base and underground settlement of music loving rats. And since this is Ironhide, every detail, every rock and object is hand drawn with cartoon-like inky style. And it's incredible to look at.
  • The introduction screen is a splash of multiple main characters striking an epic pose as they are rushing to confront a whole army of various foes in the foreground, all set to an epic rock guitar solo. A good first look at what's to come.
  • The sheer awesome diversity in Scavengers ranks. Chain gunners dressed like Rambo, mini-factories that weaponised waste, drones controlled by gamer girl, gas station flamethrower, metro workers charging at foes like there's no tomorrow. The list goes on and each tower and tactic is a pleasure to use. And no matter how crazy looking they look, they all can knock down even the toughest foes.
  • The absolute hell of a determination Scavengers have. They combat the craziest of foes, from wasteland bandits to futuristic soldiers, endure every struggle and never stop their advancements. Then again, their comrades' lives are on the line. Power of Friendship at its finest.
  • Sand Junkers may be a Starter Villan faction, but that doesn't mean they aren't awesome villains. Brutal gas mask basic Junkers, speedy vehicles rushing through the defense lines, tough brutes with shields, air vector of attack by foes that ignore conventional paths, brutal madmen with chainsaws - everything feels like something out of Mad Max amplified to 11. And they're the first villains!
  • Swamp is a home to a lot of mutants. Body Horror and other creepiness aside, they bring a lot more to the table, using organic weapons and mutations to assault Scavengers, as well as demonstrating more effects of apocalypse. And even with their style, mutants are made impressively creepy to look at, showing how this title pulls no punches and goes full in to the Darker and Edgier atmosphere of apocalyptic world.
  • Psi Constructs is where it gets interesting. On paper, constructs of animated junk may not sound good, but in practice they're incredible as a foe. Those menacing glowing eyes, abilities repurposed from traits they had as simple objects, the fact alone that they're actually powerful foes despite being animated things.
  • The Order tops everything seen before and amplifies it to 11. An unholy epic blend of First Order from Star Wars and Enclave from Fallout, they use technology unlike anything else seen before. Laser guns, experimental cures, walkers, robots, invisibility, teleporters - they mean business in the best way possible and deservedly act as the main antagonists of the game.
  • Kritts manage to combine the elements of all previous factions to create some of the best enemies in the whole game. The physical strength and prowess, magic of Nychts imbuing certain unit, technological inventions such as mortars, roller balls, digging equipment create a diverse set of enemies that are both difficult and engaging.
  • Boss fights. While Kingdom Rush games had one boss at the end of each area of campaigns, these game has them in great abundance. End-of-area bosses are still present, but the player also has to fight The Dragon of each Arc Villain, and each comes back for a total of three times, expanding his move set every time. And each battle is an awesome climactic encounter.
    • Backbreaker is a brute that can obliterate scores of Scavengers with his mighty fists and create rock columns to trap towers in. Then he adds an unblockable area damage and a powerful Spin Attack that moves him down the path(he learned it by punching the air a lot). His third fight? He gorged himself on deadly cacti, survived and got himself a tougher skin that sometimes renders him invulnerable. And this is just the first antagonist.
    • Roller'Dozer is the first end-of-area boss and he means business. A masked Wasteland Warlord driving a powerful machine of destruction is already awesome enough, and then it turns out he can flatten anyone with his roller, send out shockwaves that damage and stun everything on the path, throw junk at his minions to give them armour. Just seeing hordes of wasteland bandits come out and among them this unstoppable destruction engine is a perfect climax of the first episode. And as a final trick, he speeds up the more you damage him, eventually turning it into an epic race of both sides trying to finish each other quickly.
    • Arachnox may immediately bring Noxious Creepers to mind, but this guy is much more dangerous. An intelligent giant spider introduces a new way of fighting with his area stun, shield and an army of flunkies in form of Spiderlings. After second battle, he mutates so much he becomes capable of spitting a radioactive web that immobilizes units it hits. Third phase is after he has gorged himself on toxic barrels and gained an ability to leap between paths to catch everyone off-guard. This boss is as if all Kingdom Rush spiders combined their best traits into one being and it's epic.
    • Failed Experiment is a reimagining of Polyx The Wise and works good as a second end boss. His long range area instakill, army of Leechazoids and area toxic range attack practically give it a free path as you're scrambling to throw everything you've got into this Frankenstein's monster of a frog. An engaging and nerve-wracking fight.
    • A fridge construct with robot intelligence may sound strange, but it is made in such away you can't deny how spectacular it is. Esper's Golem is a towering creation that somehow was able to tune in to the energies of Psychopolis and uses it to teleport his allies. After the first battle, it remembers it's a fridge and becomes one of the few bosses able to heal itself by consuming junk food in its storage. And during the final battle, it is able to project itself as a distraction. Not bad for a fridge, eh?
    • Mad Esper is equally powerful and awesome to fight. A powerful psychic, he manifests gigantic fists out of scrap to punch your units, uses powerful mind blasts and switches lanes every time he is defeated, suggesting either teleportation or fake outs with his constructs and controlled Order Troops coming at you all the while.
    • Tyrants are at their rightful places as final mini-bosses both in epicness and strength. Powerful hammers to stun a great amount of units, high stats and general difficulty of Order units that come along him are combined into a great deal of a battle. Then his second model comes along and introduces a teleportation swap with Inquisitiors, upping it's potential speed. Their third fight tales the cake. During the Final Battle, Hadron summons two Tyrants at once, and when one dies, remaining absorbs him, becoming Tyrant 3.0, the strongest mini-boss of all equipped with all the powerful things Tyrants had and a Mind Control to turn your units against you.
    • Hadron himself, an epic Final Boss. He has the virtue of being a Proactive Boss, stunning your towers not too dissimilar to Vez'Nan, but when he comes into the battle, things go from 0 to 100 real quick as his combat mecha uses lasers to hit close and far, stuns towers to stop them from damaging it, summons Juggernauts as powerful distraction and teleports forward every hp threshold, skipping big chunks of defense. Most intense part? ''He is a flying boss", adding more to the difficulty. As he is finally blown up in his mecha, one can't not feel good about death of such a monster.
    • Titanycht, while not the main story mini-boss, still pulls no punches. A powerful cross-breed, he has freaking cybernetic fists he can launch like rockets or slam for a great area damage. But his main trait is Stance System where he changes whether he's flying or not depending on health. Then he ups the ante by gaining his own army of flunkies in mech suits and an ability to teleport close to your units, damaging everything on the way out.
    • Monarchs of The Night is a first proper Dual Boss, previous one being ghosts with no abilities besides resistances. Dreadfur is a tough, slow, but powerful Kritt with spikeball mini guns that turn anyone it kills into Whiskeletons, an epic combo on its own. But then he dies, and his wife Bella joins in, bringing him back from the dead as skeletal monster. Deadfur is even slower now, but his area attack can stun for a long time now and his ranged rockets summon more skeletons, while his wife makes more with her damaging drum area attack and heals them by scoring an epic air guitar solo.

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