Debug Mode
Debug Mode is a disabled build feature. global.debugMode is declared and initialized to 0 in scrInitialize.gml and is never set anywhere else in the shipped code. It can only be turned on by patching the running game or its data, not through any in-game action.
Debug Menu edit
With debug mode on, pausing and holding both Left and Right at once opens debug_menu. Its options: heal 1 HP, unlock Hard Mode, skip to the next area, jump to the results screen, add 10,000 gems, or wipe all save stats and return to the surface.
Debug Keys edit
With debug mode on, these keys work during play:
- U: +2 HP, +2 charge, +10,000 gems, and (underwater) +100 oxygen
- T: spawns a gun module at the player
- Y: warps to the results screen
- M: sets the language to English and restarts at area 1
- C: spawns the boss-defeat flash effect
- 1–5: warps to area 1–5
- 7: warps to the test room (
rmEndOfDemo) - 0: deals 100 damage to the player
- R: resets the run and returns to the surface
- Z: toggles music
- G: toggles cutting off the gunshot sound on a kill
- P: toggles fullscreen
- L: toggles 4:3 display mode
Test Room edit
rmEndOfDemo is reachable only via the 7 key above. It contains a Heart Balloon, the cat from the ending, and a tomato NPC. Picking up the cat triggers the ending, same as normal play.
Other Unused Rooms edit
Several other rooms exist in the shipped data but are never reached by any code path (nothing calls room_goto on them):
rmDebug: treated as a free-camera room like the ground rooms, but nothing loads it.room11: no code references it at all.rmTutorialMain: see Tutorial.rmBossFrog: given the same free-camera treatment asrmDebug; likely an early boss-encounter test room.rmEnemyTest: no code references it, and despite the name, contains no enemy-specific code.rmTrailer: five separate scripts explicitly suppress gem/pickup floating text while in this room, consistent with a room built for clean trailer-capture footage.