Bitty Buddies

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Cartridge Goal Scores

How high the goal scores are in each cartridge. There are three options: Low (For shorter games): - Checks are obtained at scores of 3, 8, 15, 30, and 50 Regular (The standard Bitty Buddies experience): - Checks are obtained at scores of 5, 15, 30, 60, and 100 High (For longer games): - Checks are obtained at scores of 10, 25, 50, 100, and 150
0
25
0
0

Logic Difficulty

How high each buddy is expected to score, based on the level and cartridge. For example, at normal difficulty a level 1 Bud is only expected to score 6 points in Trash Dash, but at hard difficulty, a level 1 Bud is expected to score 14 points in Trash Dash (by clearing trash cans). The following logic difficulties are recommended based on the value of the Level Up Scores option: - Low Scores: Easy logic - Regular Scores: Normal logic - High Scores: Hard Logic *Note:* Choosing easy/normal logic with high level up scores may force more difficult logic in some cases.
0
25
0
0

Final Goal Score

The score (totaled across all cartridges) that is required to beat the game. The following goal scores are recommended based on the value of the Level Up Scores option: - Low Scores: 499 - Regular Scores: 999 - High Scores: 1499
This is a range option.

Accepted values:
Normal range: 1 - 1999

The following values have special meanings, and may fall outside the normal range.
  • 499: Low
  • 999: Regular
  • 1499: High
0 ❌
25 ❌
0 ❌
0
0
0
0

Randomize Buddy Power Increases

Randomizes Buddy Power increases. Buddy Power checks are received when the goal scores for a given threshold are achieved across all cartridges. (I.e., when the 1st checks have been received in all cartridges.) If Buddy Power increases are not randomized, these checks will always increase buddy power, like the base game.
0
25
0

Silly Checks

Adds a check for the "silly interaction" that each buddy has in one of their sub-optimal cartridges. (E.g., Bazz popping the tires on the cars in Treatment To-Go. See the Bitty Buddies Archipelago game page for more detailed information on each check.)
25
0
0

Skill Checks

Adds a tricky check that each buddy has in one of their optimal cartridges. (E.g., Fly over a paper airplane with Brie in Trash Dash. See the Bitty Buddies Archipelago game page for more detailed information on each check.)
25
0
0

Power of Friendship Stash

Adds additional location checks which are sent when the randomizer is completed (This gives the game a more impactful release. Otherwise, Bitty Buddies tends to send all of its checks before completion.) The maximum number of extra checks is 20, but keep in mind that the more checks are stashed, the more junk items (bonus points) are added to the multiworld.
This is a range option.

Accepted values:
Normal range: 0 - 20

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 5: Small
  • 10: Medium
  • 15: Large
  • 20: Max
25 ❌
0 ❌
0
0
0
0

Death Link

Enables Death Link. Death links are sent on game over if a new high score was not achieved, provided that no death links were received during the attempt.
25
0
0

Death Link Behavior

Enable full (send and receive) or partial (send only; receive only) death link.
25
0
0
0

Death Link Receive Effect

Determines the effect of received death links. - Game Over: Death links trigger a game over. - Next Buddy: Death links trigger a transition to the next available buddy (as if the current buddy just failed). If there are no buddies remaining for the current game, a game over is triggered.
25
0
0

Death Link Receive Chance

Percentage chance that any received death links will actually impact you. This can make death link in larger archipelagos much more manageable.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Death Link Group

Restricts death link to players with the same group name. Leave blank to enable death link with all ungrouped players.
This option allows custom values only. Please enter your desired values below.
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.