Hard Mode: Difference between revisions
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Areas, boss, Hard Mode, redirects; verified against decompiled game code |
Pattern-script swap corrections: gasSpin and Clam are in the game; Eyefish is hard-mode only |
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== Changes by area == | == Changes by area == | ||
* '''[[Caverns]]''' — extra spawns, and | * '''[[Caverns]]''' — extra spawns, and the [[Eyefish]]: a bullet-immune floater that must be stomped. | ||
* '''[[Catacombs]]''' — every spike trap fires simultaneously on a fixed rhythm instead of when stepped on. | * '''[[Catacombs]]''' — every spike trap fires simultaneously on a fixed rhythm instead of when stepped on. | ||
* '''[[Aquifer]]''' — no air-pot [[Doodads|doodads]]; loose air bubbles hang scattered in the water instead. | * '''[[Aquifer]]''' — no air-pot [[Doodads|doodads]]; loose air bubbles hang scattered in the water instead. | ||
Latest revision as of 02:48, 5 July 2026
Hard Mode unlocks after beating the Final Boss once, and remixes the whole well: enemy spawns are denser, enemies arrive a stage earlier than usual, Shop prices double, and each area gains its own twist.
Changes by area[edit]
- Caverns — extra spawns, and the Eyefish: a bullet-immune floater that must be stomped.
- Catacombs — every spike trap fires simultaneously on a fixed rhythm instead of when stepped on.
- Aquifer — no air-pot doodads; loose air bubbles hang scattered in the water instead.
- Limbo — enemies from all the earlier areas drift in alongside the locals, and the layout wraps around the screen edges.
- The Abyss — the Final Boss fires an extra spread with every attack.
Hard Mode has its own set of records and achievements.