Homura-Hime

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
Chapters

Goal

What opens the Finale, the last area, where the goal is to defeat Ann (the Kill ending). all_worlds: all eight chapters and the Climax are cleared. return_all_soul_cores: only Chapters 6, 7 and 8 have to be cleared. Those chapters fight the bosses of Levels 1-5 again and the way to every one of those fights needs that boss's Soul Core, so the goal is to return all the Soul Cores. Chapters 1-5 and the Climax stay playable for their checks but are not needed for the goal. Worlds still open in the play order (or by their own key), so it shortens the game only when Chapters 6-8 can be reached before the others: with a randomized order, or with freeform level keys. In the story order without freeform keys every world comes before Chapter 8 anyway.
25
0
0

Randomized Order

In which order the eight chapters and the Climax are played. off: story order (the Climax comes between Chapters 5 and 6). balanced: a random order that keeps the story's pacing in mind. The first world is always one of Chapters 1-4, the second is one of them 66% of the time, the third 40% of the time, and each of the last three is one of Chapters 5-8 or the Climax 60% of the time. The three in the middle are whatever is left. full: any order is equally likely (the Climax is never the first one). The Finale always stays last. The Chapter Select is always available; see the level keys option for how worlds open. With freeform level keys the order also decides the order the keys turn up in: the key of a world is never in that world or in one that comes after it.
25
0
0
0

Level Keys

Whether the chapters and the Climax need keys, items that can be anywhere in the multiworld. off: no keys. A world opens when the one before it in the play order is beaten. linear_progression: Progressive Level Keys (nine in all, one is yours from the start). A world needs the previous one beaten and one more key than the world before it needed, so the worlds are played strictly in order. Nothing that a world needs can be hidden in a world that comes after it. freeform_progression: every world has its own key ("Chapter N Unlock", "Climax Unlock") and opens as soon as you have it, whatever the order; you may have to jump between worlds with the Chapter Select. The first world's key is yours from the start. The Climax is never the first world you can play.
25
0
0
0

Advanced Movement Required

The logic does not require a dash skill: it expects you to get past the gap at the start of Level 1's second area with advanced movement instead (parrying the laser of the enemy that shoots across it carries you over). On: dash skills are only useful items, none is placed early, and shops may sell them. Off (the default): the logic requires one of the four dash skills there and places one early.
25
0
0
Locations

Optional Locations

Whether the optional content is part of the game: the ambush fights and their chests (8 of them, 4 give nothing in the base game), the glitched-spirit trials (20), the Kushinada head chases (5) and the fights of the Ikai dungeon rooms and of the optional ambushes and trials (45), 78 locations in all. Off: they are no locations, the base game hands out what it always did there and the fights count for nothing.
0
25
0

Important Items In Optional Locations

How many of the optional locations (see optional_locations) may hold progression or useful items, in percent. The default is all of them: the level select is always available, so optional fights can be replayed. Lower it to keep what you need out of optional fights; the rest then only hold filler. Has no effect when optional_locations is off.
This is a range option.

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

Include Cut Content

Add content that exists in the game files but is never obtained normally: Ann's Board, Fortunate Misfortune, Ruptured Bones (guns) and the Flame-Stoking Explosion Charm (skill).
25
0
0
Shuffled Items

Shuffle Combos

On: combos can be anywhere. Off: every combo stays at the shop slot that sells it in the base game.
0
25
0

Shuffle Skills

On: skills can be anywhere. Off: every skill stays where the base game gives it (shop slots, stage rewards, Harumi).
0
25
0

Shuffle Omamori

On: omamori can be anywhere. Off: every omamori stays where the base game gives it (shop, chests, rewards).
0
25
0

Shuffle Guns

On: blessed shots (guns) can be anywhere. Off: they stay where the base game gives them.
0
25
0

Shuffle Shards And Crystals

On: HP/SP shards and crystals can be anywhere. Off: they stay in their chests, shop slots and rewards.
0
25
0

Shuffle Omamori Cost Upgrades

On: the two omamori cost upgrades can be anywhere. Off: they stay at their shop slots.
0
25
0

Shuffle Key Items

On: the story key items (Pretty Little Flower, Elevator Lever, Nurikabe's items, ...) can be anywhere. Off: they stay with the characters and events that hand them over in the base game.
0
25
0
Item Pool

Minimum Konpeito In The Pool

The item pool holds at least this much Konpeito in total: the payouts of chests, trials, Harumi and level clears (which the randomizer takes away and hands out as items) plus Konpeito filler, which grows in size when more is needed. The hub currency boards pay nothing; enemies, boxes and other pickups on the map still drop Konpeito on top. 550,000 is a little more than S-ranking every mission in the base game pays; 750,000 is the in-game achievement. With fewer locations (optional_locations off) the pool may not have room for high values; the most it can hold is used and a warning is logged.
This is a range option.

Accepted values:
Normal range: 0 - 1000000
0 ❌
25 ❌
0 ❌
0
0
0
0

Sakura Share Of Currency Filler

Percent of the currency filler that is Sakura Petals instead of Konpeito. Harumi's last rewards need more Sakura than the logic counts on from the levels, so the pool always holds at least 60 Sakura Petals in items, whatever this is set to.
This is a range option.

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

Senbei Total

How many Senbei are handed out in total (shop items cost 1-3 each). Above 40 some of them come as "2 Senbei" items, so the pool does not fill up with them. The base game has 55.
This is a range option.

Accepted values:
Normal range: 20 - 80
0 ❌
25 ❌
0 ❌
0
0
0
0

Special Hanami Dango In Pool

How many Special Hanami Dango are added to the item pool. The shop's Dango slot is a single location regardless. When the locations in play cannot hold the count (without optional_locations there are 78 fewer), it is lowered to what fits and the generation log says so.
This is a range option.

Accepted values:
Normal range: 0 - 99
0 ❌
25 ❌
0 ❌
0
0
0
0

Full Heal Items

How many Full Heal items are in the pool.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Ultimate Charge Items

How many Ultimate Charge items are in the pool.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Puffer Swarm Traps In Pool

How many Puffer Swarm Traps are added to the item pool. A trap spawns 4 flying bombs and 4 flying spiky enemies around you, 6 to 20 metres away. 0 has no traps. When the locations in play cannot hold the count (without optional_locations there are 78 fewer), it is lowered to what fits and the generation log says so.
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
0 ❌
25 ❌
0 ❌
0
0
0
0

Hexed Doll Trio Traps In Pool

How many Hexed Doll Trio Traps are added to the item pool. A trap spawns a trio of Hexed Dolls, one of each colour, 4 to 8 metres away from you, once you stand on solid ground. 0 has no traps. When the locations in play cannot hold the count (without optional_locations there are 78 fewer), it is lowered to what fits and the generation log says so.
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
0 ❌
25 ❌
0 ❌
0
0
0
0
Multiworld

Shop Hints

Opening a shop tells the players concerned what the visible Archipelago items in it are: every shop entry you can see that holds an item for another player is sent as a hint (free, no hint points). Entries the shop hides are not hinted.
0
25
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Don't Send DeathLink On Revive

Off: a death is sent as soon as you die. On: reviving with a Special Hanami Dango does not send it, the death is only sent when you pick any other option in the death menu.
25
0
0
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.