Enemies: Difference between revisions

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Restore revision 364: my previous edit clobbered the Cut Enemies gallery by publishing from a stale draft
Tag: Manual revert
Add Jellofish (secret Aquifer enemy) to the grid
 
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<div class="dw-grid__tile">[[Squid|<span class="dw-sprite" data-sprite="enemies/squid.png"></span><span class="dw-grid__label">Squid</span>]]</div>
<div class="dw-grid__tile">[[Squid|<span class="dw-sprite" data-sprite="enemies/squid.png"></span><span class="dw-grid__label">Squid</span>]]</div>
<div class="dw-grid__tile">[[Mohawkmon|<span class="dw-sprite" data-sprite="enemies/mohawkmon.png"></span><span class="dw-grid__label">Mohawkmon</span>]]</div>
<div class="dw-grid__tile">[[Mohawkmon|<span class="dw-sprite" data-sprite="enemies/mohawkmon.png"></span><span class="dw-grid__label">Mohawkmon</span>]]</div>
<div class="dw-grid__tile">[[Jellofish|<span class="dw-sprite" data-sprite="enemies/jellofish.png"></span><span class="dw-grid__label">Jellofish</span>]]</div>
</div>
</div>



Latest revision as of 05:38, 5 July 2026

Enemies appear randomly throughout each level and may actively attack or passively damage the player. Killing multiple enemies between landing on the ground will result in combos and can yield bonuses. Most enemies can be stomped on which will kill them and recharge the player's gunboots. However, some enemies will damage the player if stomped on; these enemies generally display the secondary color (default red) along their top side as a reminder that they should not be stepped on.

Caverns[edit]

Catacombs[edit]

Aquifer[edit]

Limbo[edit]

Boss[edit]

The Final Boss spawns pale clones of earlier enemies (the neon* objects), matching the section of the Abyss the fight has reached.

Cut Enemies[edit]

Smile Slime: enmVfrog.

These enemy objects exist in the game's code but are never spawned anywhere in the shipped game; leftovers from development that never made it into (or were removed from) a level.

A legacy ambient-spawner object, obj_spawner, is superseded by the actual spawner system (Spawner + spawnerSet15) wired into level generation and is itself never placed, orphaning everything it alone references: enmDodger, enmPoofer, enmDarksoulW, enmGuntle (and its projectile, guntleBubble).

A handful of enemies are only ever spawned by another object that is itself never placed: enmAscend (by ascend_spawner), enmBug (by bugbugbug), enmStraightBall (by ball_spawner), enmTentacrab and the tendril it spawns, enmTentacleye, plus swarm, morphBomb, and Spore.

A whole cut mechanic, a locked gate guarded by a turret, never appears in any level layout: Gate, GateSwitch, enmGateTurret.

The rest have no references anywhere in the shipped code at all, beyond an internal (and unreliable) name table: enmAngryFace, enmBabyObake, enmCrawlbot, enmDarkWander, enmDodgeshot, enmDownSkull, enmDskull, enmFirebat, enmFishred, enmFishredWander, enmFlamewisp, enmFriends, enmGatherer, enmJellyAir, enmLeapon, enmLunger, enmNbar, enmRat, enmSamball, enmSkullSoul, enmSporeSpawn, enmStg1, enmTadpole, enmTwinbot, enmUnichan, enmUpshoot, enmVfrog, enmWallCrawler, enmWallLurker, enmXchaser, limboChaser, limboWander, neonFloat, neonRedJelly, and uniDead, plus a set of Limbo-style gas variants superseded by the "fast" ones that actually spawn: gasAscend, gasAscend2, gasBounce, gasChaserDodge, gasCircle, gasDescend, gasDescendSlow, gasWanderUp.

One enemy exists only as art: the sprKidEyeflap sheets (idle, walk, attack, damage and dead animations) have no matching object anywhere in the code; it was never programmed at all.

One boss clone, neonSkull, is fully implemented but the Final Boss's phase-cycling code never selects it, so it never appears.

"Boring Ball": reused by enmAngryFace, enmLunger, and enmUpshoot.
enmDownSkull / enmDskull / enmDarkWander.
enmRat.
"Moya": enmSkullSoul.
enmBabyObake.
enmStg1; the sprite is literally named "sprmeh".
enmCrawlbot.
enmFishred / enmFishredWander.
enmNbar.
enmLeapon.
enmSporeSpawn.
enmUnichan.
enmGatherer.
"Kid Eyeflap": sprKidEyeflap* sprites only, no object.