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* SkillTree: The skill tree from the previous game is back, though now research levels are placed. For example, upgrading Basic towers' damage is no longer several skill nodes, but one skill that can get more upgrade levels.

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* SkillTree: SkillScoresAndPerks: The skill tree from the previous game is back, though now research levels are placed. For example, upgrading Basic towers' damage is no longer several skill nodes, but one skill that can get more upgrade levels.


* VideoGameFlamethrowersSuck: The Flamethrower tower. Its basic attack gives enemies the [[StandardStatusEffects Burn status]], which heavily damages enemies over time. But Burn overrides the more useful Freeze effect, making the tower basically unusable. There's the Cold Fire upgrade, which lets the Flamethrower not inflict Burn. Unfortunately, a majority of the Flamethrower's damage come from the effect, so its damage is completely gutted. To add insult to injury, Healer enemies are completely immune to its attacks.

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* VideoGameFlamethrowersSuck: The Flamethrower tower. Its basic attack gives enemies the [[StandardStatusEffects [[StatusEffects Burn status]], which heavily damages enemies over time. But Burn overrides the more useful Freeze effect, making the tower basically unusable. There's the Cold Fire upgrade, which lets the Flamethrower not inflict Burn. Unfortunately, a majority of the Flamethrower's damage come from the effect, so its damage is completely gutted. To add insult to injury, Healer enemies are completely immune to its attacks.

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Added an example.


* {{Cap}}: The score cap is 2,147M, or 2^31-1.



* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved game can take more than a minute as the game has to load each frame that took place during it individually. Luckily, version 1.8 made it possible to load a game instantly without frame loading.

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* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved game can take more than a minute as the game has to load each frame that took place during it individually. Luckily, version 1.8 made it possible to load a game instantly without frame loading.instantly.
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Expanded with new information.


* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved game can take more than a minute as the game has to load each frame that took place during it individually.

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* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved game can take more than a minute as the game has to load each frame that took place during it individually. Luckily, version 1.8 made it possible to load a game instantly without frame loading.
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Fixed name for real.


* CoupDeGraceAttack: The Killshot perk lets Sniper towers instantly kill non-boss enemies with <34% HP after every 4 kills.

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* CoupDeGraceAttack: CoupDeGrace: The Killshot perk lets Sniper towers instantly kill non-boss enemies with <34% HP after every 4 kills.
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Forgot to change trope;


* OneHitKill: The Killshot perk lets Sniper towers instantly kill non-boss enemies with <34% HP after every 4 kills.

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* OneHitKill: CoupDeGraceAttack: The Killshot perk lets Sniper towers instantly kill non-boss enemies with <34% HP after every 4 kills.

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Removed: 83

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Probably more fitting and clearer.


* OneHitKill: The Killshot perk lets Sniper towers instantly kill non-boss enemies with <34% HP after every 4 kills.



* OneHitKill: The Killshot perk lets Sniper towers instantly kill weakened enemies.
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Game is out now on Steam.


''Infinitode 2'' is a TowerDefense video game for smartphones released in 2019. It is the sequel to ''VideoGame/{{Infinitode}}'', with new gameplay mechanics like mining for resources, quests for each map, customisable music, and boss fights. There are also some new towers to play with, like Flamethrower, Laser, and Gauss.

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''Infinitode 2'' is a TowerDefense video game for smartphones and computers running Windows by Prineside released in 2019. It is the sequel to ''VideoGame/{{Infinitode}}'', with new gameplay mechanics like mining for resources, quests for each map, customisable music, and boss fights. There are also some new towers to play with, like Flamethrower, Laser, and Gauss.
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None


* BossRush: Level 5.8 spawns a previously defeated boss every 20th wave and ends on wave 100 with an entirely new boss, Metaphor.

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* BossRush: Level 5.8 spawns a previously defeated boss every 20th wave and ends on wave 100 with an entirely new boss, Metaphor. Custom level portals are also this by default if a boss control tile is not placed in the level, spawning a boss every 20 waves.



* GeoEffects: As before, the are tiles that boost a tower's stats if placed on them, with several new ones thaat affect money gained, experience gained, and money returned when selling the tower.

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* GeoEffects: As before, the are tiles that boost a tower's stats if placed on them, with several new ones thaat that affect money gained, experience gained, and money returned when selling the tower.



* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved gaem can take more than a minute as the game has to load each frame that took place during it individually.

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* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved gaem game can take more than a minute as the game has to load each frame that took place during it individually.



** The Minigun has the Hot Bullet ability, which causes enemies it targets to get inflicted with Burn debuff, so it takes even more damage. However, Burn effect overrides the much more useful Freeze (slow enemy movement) effect. The slight increase is damage doesn't justify losing the slowdown.

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** The Minigun has the Hot Bullet ability, which causes enemies it targets to get inflicted with the Burn debuff, so it takes even more damage. However, Burn effect overrides the much more useful Freeze (slow enemy movement) effect. The slight increase is damage doesn't justify losing the slowdown.



* SkillTree: The skill tree from the previous game is back, though now reasearch levels are placed. For example, upgrading Basic towers' damage is no longer several skill nodes, but one skill that can get more upgrade levels.

to:

* SkillTree: The skill tree from the previous game is back, though now reasearch research levels are placed. For example, upgrading Basic towers' damage is no longer several skill nodes, but one skill that can get more upgrade levels.
Is there an issue? Send a MessageReason:
Removed repetition.


* RandomlyGeneratedQuests: The game has a daily quest system where the game makes you do an easy task on one of several pre-made levels for a reward, though you can also try to claim a high score to earn addditional rewards depending on the percentage of players you land in. It also has a daily loot system where the game makes you do a random side quest which is available normally at any time (as many levels have quite a few side quests, the game just picks one of them) but with an additional reward.

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* RandomlyGeneratedQuests: The game has There's a daily quest system where the game makes you do an easy task on one of several pre-made levels for a reward, though you can also try to claim a high score to earn addditional rewards depending on the percentage of players you land in. It also has a daily loot system where the game makes you do a random side quest which is available normally at any time (as many levels have quite a few side quests, the game just picks one of them) but with an additional reward.
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Added an example from the new trope page.

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* RandomlyGeneratedQuests: The game has a daily quest system where the game makes you do an easy task on one of several pre-made levels for a reward, though you can also try to claim a high score to earn addditional rewards depending on the percentage of players you land in. It also has a daily loot system where the game makes you do a random side quest which is available normally at any time (as many levels have quite a few side quests, the game just picks one of them) but with an additional reward.
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Added some examples.

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* ColdFlames: The Cold Fire ability lets a Flamethrower tower spew them, as they will slow enemies down by 25% and not ignite them, also causing them to not lose the freezing effect from a Freezing tower.


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* PinballScoring: Due to the point counts growing rather quickly as the waves progress, it's possible to earn tens of millions of them on some of the later levels, and even the early levels will typically let you exceed one million.


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* ScoringPoints: You earn points based on every individual enemy killed (varies by wave), calling waves early (50 * number of bonus coins above wave timer), killing all enemies before a wave ends (50/wave at level 1, with that value increasing every 10 waves), mining resources (40-80 for each, depending on rarity), and 10% of all coins gained (only added at the end of the level). The main purpose of points is the leaderboard and quests sometimes requiring you to reach a certain amount in one game or over multiple games.

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Added an example.


* BrutalBonusLevel: Level rumble, unlocked after beating level 5.8. It disables all towers other than Basic and Sniper and has you unlock them as the level progresses. All enemies can also walk on tower platforms and they're very tough.

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* BrutalBonusLevel: Level rumble, unlocked after beating level 5.8. It disables all towers other than Basic and Sniper and has you unlock them as the level progresses. All enemies can also walk on tower platforms and they're are very tough.


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* LoadsAndLoadsOfLoading: The game itself does not take too much time to load, but continuing a saved gaem can take more than a minute as the game has to load each frame that took place during it individually.
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Added an example.

Added DiffLines:

* BrutalBonusLevel: Level rumble, unlocked after beating level 5.8. It disables all towers other than Basic and Sniper and has you unlock them as the level progresses. All enemies can also walk on tower platforms and they're very tough.
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Added an example.

Added DiffLines:

* BossRush: Level 5.8 spawns a previously defeated boss every 20th wave and ends on wave 100 with an entirely new boss, Metaphor.
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Added an example.

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* FlashOfPain: Enemies flash white for a split-second after getting hit, though the effect is subdued and their outlines stay just about the same.
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Added an example.

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* ProlongedVideoGameSequel: The original game has 18 levels with a hardcore mode for all of them. The sequel has 40 story levels and 5 bonus ones, with each one also playable on the harder endless mode, with dozens of sidequests for almost every one of them, and several other levels outside of it.
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Added an example.

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* EndlessGame: As before, the whole point of the game is that the levels don't end unless you run out of lives or quit. However, the bonus levels do actually end once you defeat a certain wave of enemies.
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Added an example.

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* SecretLevel: If you spam click Debug Mode in the options, you end up in a level called "zecred". It has enemies walking on tiles you'd built your towers on, enemies themselves have emojis as faces, you get a lot of cash to start with but only one life and one as the max upgrade level, and other weird stuff.
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Added an example.

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* ContractualBossImmunity: Most bosses are immune to Sniper towers' Killshot ability.
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Added an example.

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* AdaptiveAbility: When a Light enemy takes damage, it becomes immune to that tower's attacks for 6 seconds (though despite what the name would suggest, it only lowers damage taken by 80%), then restores this ability in 4 seconds, where it then can receive a new immunity.
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Added an example.

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* LootBoxes: You can get or buy treasure chests with random resources for Research. They usually have to be decrypted which takes up an hour or several depending on their rarity before they can be opened.
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Added an example.

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* UnlockableDifficultyLevels: Endless mode (which is basically hard mode) has to be unlocked by completing all story levels.
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Added an example.

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* SoundTest: There's a music player feature in which you can listen to all tracks from levels as long as they aren't locked.
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None


*** High-frequency Laser upgrade triples the laser damage, but makes the laser only capable of hitting a single enemy. Considering a well-placed Laser will certainly hot more than three enemy, this is an overall decrease in damage. It's only useful against bosses, which are rare, and are better dealt with using Snipers.

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*** High-frequency Laser upgrade triples the laser damage, but makes the laser only capable of hitting a single enemy. Considering a well-placed Laser will certainly hot hit more than three enemy, this is an overall decrease in damage. It's only useful against bosses, which are rare, and are better dealt with using Snipers.
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Fixed formatting.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infinitode2.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infinitode2.org/pmwiki/pub/images/infinitodelogo2.png]]
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Started this page.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infinitode2.png]]

''Infinitode 2'' is a TowerDefense video game for smartphones released in 2019. It is the sequel to ''VideoGame/{{Infinitode}}'', with new gameplay mechanics like mining for resources, quests for each map, customisable music, and boss fights. There are also some new towers to play with, like Flamethrower, Laser, and Gauss.
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!!This game provides examples of:
* ArtEvolution: Many of the towers are now slightly brighter and have different shading, plus the roads are no longer rocky.
* AsteroidsMonster: Fighter enemies split into three copies of themselves with 50% health after being killed.
* BlackBlood: Enemies leave small blood splatters on the ground when they are killed which are based on their color (like green for Regular enemies, blue for Armored enemies, etc.), though the coloration combined with the fact that enemies are colored shapes lets the game stay family friendly.
* EasyModeMockery: You can play on easy mode that makes enemies weaker, but it reduces prizes for each game and disables the research tree as well as leaderboards.
* EvolvingTitleScreen: The title screen displays trophies you've earned from stages, with it becoming more robust the more you earn.
* ExpositionFairy: Advinas, who typically explains the abilities of new towers or bosses.
* FlunkyBoss: Constructor, the boss faced in 3.8, spawns enemies as long as it's active on the field every 5 seconds and when it drops to 75%, 50%, and 25% HP. The foe types spawned are usually Regular, Fast, and Strong, but other enemies from the level's portal can also appear (other than Healer).
* GeoEffects: As before, the are tiles that boost a tower's stats if placed on them, with several new ones thaat affect money gained, experience gained, and money returned when selling the tower.
* HardModePerks: You can play on endless mode that makes enemies stronger, but it lets you use an endless research tree, increases prizes for each game, and makes enemies drop special loot.
* InteractiveStartUp: You can spin the hexagonal grid with trophies on the title screen around or change the angle from which you're looking at it.
* NoFairCheating: To prevent cheated scores on the leaderboards, a validation server receives a full account of all player actions taken during a game, and completely replays each game submitted, skipping any impossible/invalid actions, to assign the score.
* NotActuallyCosmeticAward: You can earn trophies for reaching final wave milestones on certain levels. Each trophy boosts a stat permanently by a bit.
* OneHitKill: The Killshot perk lets Sniper towers instantly kill weakened enemies.
* PowerUpLetdown:
** The Minigun has the Hot Bullet ability, which causes enemies it targets to get inflicted with Burn debuff, so it takes even more damage. However, Burn effect overrides the much more useful Freeze (slow enemy movement) effect. The slight increase is damage doesn't justify losing the slowdown.
** Laser is a tower that shoots a laser in a straight line, heavily damaging all enemies the laser hits. However, its upgrades disagree with its function.
*** High-frequency Laser upgrade triples the laser damage, but makes the laser only capable of hitting a single enemy. Considering a well-placed Laser will certainly hot more than three enemy, this is an overall decrease in damage. It's only useful against bosses, which are rare, and are better dealt with using Snipers.
*** Mirror System halves the laser's damage, but shoots three lasers instead of one. Theoretically this improves its total damage, except that the other two lasers are fired at such awkward angles they more often than not end up hitting nothing.
* ScoreMultiplier: Score earned is affected by the difficulty of the portal, every 1% reduced reduces score by 1% and every 1% added adds to score by 0.25% (for example, 75% difficulty = 0.75 score, 100% = 1.00, 300% = 1.5).
* SkillTree: The skill tree from the previous game is back, though now reasearch levels are placed. For example, upgrading Basic towers' damage is no longer several skill nodes, but one skill that can get more upgrade levels.
* SupportPartyMember:
** On the player side, Modifiers, which don't attack but boost stats of up to 8 towers surrounding them.
** On the enemy side, Armored enemies, who block 50% of damage taken by other enemies when in close proximity.
** Also on the enemy side, Healer enemies, who heal 5% of damaged enemies' max health per second if they're close enough.
* VideoGameFlamethrowersSuck: The Flamethrower tower. Its basic attack gives enemies the [[StandardStatusEffects Burn status]], which heavily damages enemies over time. But Burn overrides the more useful Freeze effect, making the tower basically unusable. There's the Cold Fire upgrade, which lets the Flamethrower not inflict Burn. Unfortunately, a majority of the Flamethrower's damage come from the effect, so its damage is completely gutted. To add insult to injury, Healer enemies are completely immune to its attacks.
* WarmUpBoss: Broot, the boss faced in 1.8. As the game mentions, it is slow, heavy and simple. It shouldn't be difficult to win if you've placed several well-upgraded towers.
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