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Hoovydundy is a suspense/slasher series created by Pree Spunky, made in Garry's Mod and set in the universe of Team Fortress 2.

After the RED Team is decimated in a series of 2fort matches, their Scout takes the ordeal far more personally than is healthy and tries to hang out with the BLU Team, but his temper gets him in a fatal altercation with the BLU Team's Heavy. Everything's the usual Black Comedy slapstick... Until the RED and BLU Teams both realize that Scout isn't respawning and hasn't even been ranting in chat. While they try to write it off as him needing to cool off before he comes back, this issue, alongside the recurrence of a strange red light and rolling power outages amongst both teams' bases begins to unsettle everyone. And from there, things only get worse after the BLU team find what's causing the phenomena.

Envisioned as a three part series, the first two parts are available, with the third installment in progress.


This series contains examples of:

  • All Deaths Final: It's stated that normally, both teams are able to respawn regularly after they die, so to the mercenaries, Death Is Cheap. With Hoovydundy haunting the BLU Team, this trope is enforced by the monster itself, so those who are killed by Hoovydundy will not respawn this time.
  • Allergic to Evil: Knives pulled from Hoovydundy's back hurt anyone getting close to them.
  • Anthropomorphic Personification: Hoovydundy's powers and implied backstory suggest that it's a manifestation of blind vengeance. He was the sole survivor of his team after a respawn machine failure, and every knife he's been stabbed with became a part of him and keeps him focused on his goals.
  • Body Horror: What we see of Hoovydundy is nightmarish to imagine suffering through. On top of being riddled with different knives, its eyes look like they've been smeared across its face, its lips are pulled back so tight that you can see where they meet its gums, and its fingers are so broken that it takes more effort for it to keep them straightened than to leave them twisted.
  • Dramatic Wind: Played for horror. The victims of Hoovydundy are strung up by ropes and left to dangle in the wind. Or at least, that's what it seems like at first. After the BLU Spy tries to pay respect to his team's Engineer by stopping his corpse from flopping around, it abruptly regains inertia as if he never touched it.
  • Dwindling Party: The BLU team are getting picked off one by one by Hoovydundy.
  • Face Death with Despair: The BLU Scout, having been tortured by Hoovydundy and believing that he's going to be dead for good, perishes to his wounds telling the BLU Spy "I'm scared..."
  • It Can Think: In his final moments, BLU Scout reveals that he knows so much about Hoovydundy's abilities because it told him as it was torturing him.
  • Madness Mantra: "They'll respawn", used by several people to cope with the idea of their deaths being final.
  • Monster Delay: Hoovydundy's face is only ever shown in extreme close-ups that obscure most of it aside from his eyes. We only get brief glimpses of the rest of him in turn, and rarely ever all at once.
  • Plot-Triggering Death: The RED Scout getting gunned down kicks off the plot by highlighting that the respawn system's broken down. Or more accurately, is being tampered with.
  • Power Limiter: The knives in Hoovydundy's back are the key to its existence. If all of them are removed, it'll be defeated, but for each one removed it becomes more violent and stops pulling its punches, due to losing a part of its humanity for each knife removed.
  • Resurrective Immortality: The BLU and RED teams have this through respawn machines, but Hoovydundy's presence causes this trope to be defied, so until it is taken down, when someone dies, they are gone for good.
  • Villain Teleportation: Hoovydundy uses this at the end of Part 2 to catch the BLU Team when they think they've escaped it on the bridge, with BLU Medic noticing the red lights appearing on the ledge right above them.
  • You Will Not Evade Me: Hoovydundy can create ropes of an unknown substance that can drag its victims closer to it.

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