Description

When the door to a shelter fully closes with Jolly Co-op enabled, it takes the greatest food amount of any player Slugcat in the shelter at the time and adds to it the amount of food in the room; this is the cycle’s ending food. If there are no Slugcats in the room, E is 0 (food in the room is not counted).

On EASY, a cycle is considered successful when the shelter door closes so long as the number of player Slugcats in the shelter is equal to or greater than the number of living player Slugcats. If there are no living player Slugcats when the door closes, this condition is still met. There are at least two ways to achieve this:

  • By having Slugcat be destroyed in the shelter room (such as by the deathplane after getting outofbounds).
  • By exiting the shelter (such as by clipping though the shelter pipe or using a link to get out of the shelter) and being killed outside the shelter.

In both cases, pressing Pause after the GAME OVER text appears still ends the cycle in death, while waiting for the shelter door animation to complete results in a successful cycle end, regardless of the value of E. If E is less than the food required for the current campaign, the next cycle is a starve cycle, regardless of how much food the player Slugcat actually had, and regardless of whether the current cycle is a starve cycle.

Starve cycles caused by chainstarving function identically to normal starve cycles. If Slugcat dies or visit an Echo, all consecutive starve cycles are rolled back, allowing for arbitrarily many cycles to be cached at once. Like regular starving, chainstarving can be used to multispawn regions arbitrarily many times.

Notes

Performed from

Allows for

Chains to


Gifs

Bulk