Splasher

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
Main Progression

Randomize Powers

Determine how to unlock powers (water and paint) in the game Off - Powers aren't randomized : you need to reach the power unlock in the intended level On - Power unlocks are randomized into the pool On Except Water - Randomize Stickink and Bouncink, but unlock Water as normal. This prevents the early game to be too restrictive. Progressive - Powers are randomized as progressive items : progressive water, then stickink, then bouncink
0
25
0
0
0

Progressive Water

Determine if water is progressive. This option is only relevant if `Randomize Powers` is not `Off`. If enabled, water now has 3 levels : polluted, clean and speedink - Polluted water is a weaker water (25% of the damage) and kills you (and splashers) on contact - Clean water is vanilla water, except it can't damage bubons of the Inkorp Express or the Secretaire. - Speedink doubles your speed on floor contact and is able to damage bubons. It is required to goal. Now, the option you choose for your powers randomization changes how progressive water is placed in the pool : - On default randomization, 3 progressive water items are placed along with bouncink and stickink - On progressive randomization, progressive water unlocks before the rest. This means stickink is now level 4 and bouncink is level 5 - On randomization excluding water, the water gun unlock will give you the first level of progressive water. Those remaining are placed into the pool.
0
25
0

Checkpoint Sanity

Define how checkpoints are randomized. If enabled, each checkpoint of the game is its own location and an item is created for each checkpoint. What the checkpoint item rewards depends on the chosen option. Off - checkpoints behave as in vanilla No Items - Add checkpoint locations, without the corresponding items (meaning those behave as in vanilla). This adds filler items. Useful - Checkpoints won't save your progress if you don't have the item. Items are `Useful` meaning these aren't required to collect any item. Progression - Checkpoints won't have any effect if you don't have the item : progress is not saved, splashers aren't collected, traps aren't revoked and essence is not rewarded.
25
0
0
0
0

Include Speedrun Medals

Determine if speedrun medals should reward a check. If enabled, each tier rewards a check. Off - Not included Bronze - Reward up to bronze medals Silver - Reward up to silver medals Gold - Reward up to gold medals Platinum - Reward up to platinum medals
25
0
0
0
0
0

Include Keys

Determine if levels should be locked behind keys If enabled, the first level will still be unlocked Off - Do not include keys : every level is unlocked from start Zone - Include thematic keys : each key unlocks from 3 to 5 levels Level - Include a key for each level : each key unlocks one level
25
0
0
0

Include Speedrun Keys

Determine if time attack should have its own keys. This is only relevant if `Include Keys` is enabled. Off - A key unlocks a level in both modes On - Include keys specific to Time Attack. Key pattern will match the one of `Include Keys` (Off, Zone or Level)
25
0
0
Randomizer QoL

Randomize Golden Splashers

Determine how golden splashers are added in the item pool Vanilla - Golden splashers are forced to reward a Splasher (even if the SplasherPool option states otherwise) Filler - Golden splashers are forced to reward a filler item (for you or another player) Unconstrained - Golden splashers can reward any item of the multiworld Progression - Golden splashers are forced to reward a progression item (for you or another player)
0
0
25
0
0

Splasher Pool

Define how many splashers, among those unnecessary to reach the goal, are kept as actual splashers. The remaining will be converted as filler / essence / traps. You define a percentage, so for example 0% means only the exact amount of splashers required by the goal will be placed, while 100% means all 154 splashers will be included in the pool.
This is a range option.

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

Checkpoint packs

Determine how checkpoint items are included : **only relevant if `Checkpoint Sanity` is not `off` or `no_items`** Singular - Each checkpoint gets its own item Level - Checkpoints are unlocked by level
25
0
0
0

Instant Splasher Collect

Determine if all splashers should be instantly collected. By default, they are collected after reaching a checkpoint (except for vortex splashers). When enabled, enabling `Checkpoint Sanity` to `progressive` is useless.
25
0
0

Exclude Useless Filler

Determine if useless filler items should be added to the pool. If essence items are not enabled, this option will be necessarily `false` whatever the actual choice is.
25
0
0
Goal

Splashers Goal

Determine how many splashers are needed to unlock the final level
This is a range option.

Accepted values:
Normal range: 0 - 154
0 ❌
25 ❌
0 ❌
0
0
0
0
Optional items

essence_storage

Determine how to include essence storage items in the pool. Essence storage lowers permanently the goal to save the golden splasher, these are useful items included as filler. If enabled, you can choose a balance that avoids essence to be irrelevant when having too few filler or to trivialize essence progression when flooded with fillers. Notice that setting higher options only *allows* to include bigger items, but what will actually be chosen is still random. Off - Do not include these items Light - Only include small items (up to 5 essence per item) Rich - Include items sending up to 25 essence Abundant - Include items sending up to 50 essence
0
0
25
0
0
0

essence_traps

Determine how to include essence traps in the pool. Traps will increase back the essence counter, though the goal is capped at 700. If essence items are not enabled but this option is, these traps will still be included but have no actual effect (since goal will never drop bellow 700). Also, this option will have no effect if trap chance is set to 0 (which is the default). Off - Do not include these traps Forgiving - Only include small traps (up to 3 lost essence per trap) Annoying - Include traps removing up to 10 essence storage A Bad Time - Include traps removing up to 25 essence storage
0
25
0
0
0
0
Making your life miserable

Hero Mode

Enable Hero Mode, in which killing a Splasher triggers a death for the player as well. Notice this counts towards Death Link if enabled
25
0
0

Trap Chance

Average amount of traps in the filler pool
This is a range option.

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

DeathLink

Determine how to enable death link 0 or less : disabled 1 or more : number of deaths to trigger a death link (max 100)
This is a range option.

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

Trap Amnesty

Define how **all active traps** are revoked. Deaths - Traps are revoked after dying a few times, that amount being set by the `TrapDeathAmnesty` option Checkpoints - Traps are revoked upon reaching a checkpoint (in any mode) Both - Traps are revoked after dying a few times or upon reaching a checkpoint
0
0
25
0

Trap Death Amnesty

Define how many deaths are required to revoke traps. This is relevant only if `TrapAmnesty` is set to `deaths` or `both`. The death counter starts at 0 when a trap is received (wether you already have active traps or not).
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
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.