Glitches/Bugs

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Version 1.0.6 is the final version of the game. ShortCake_Cafe has confirmed that he will not be making any further changes or fixes to the game's interface and there is no confirmation that he will continue developing the game in the future. Please do not harass any of the developers about these glitches or any problem with your game.
Glitches and bugs are errors in which the game does not perform as intended. Most glitches are not readily apparent during gameplay.

Wrong Warping

  • Pausing the game while changing rooms will cause your character to appear further from the entrance of the room you went into. Less time between the room change and the pause will result in a greater distance. Rooms without enemies have lenient timing, and rooms with enemies require near perfect timing since the game won't let you pause while enemies are loaded in the room.
    • Performing this glitch can also make parts of the background from the previous room appear in the new room (as shown below).
Merged background.jpg

Flare Gun Swapping

  • Switching to a different weapon after firing the Flare Gun results in a lot of weird interactions depending on what weapon the player switches to and if the projectile hits an enemy or a surface.
    • If the Flare Gun's projectile hits a surface, then the game will attempt to fire a shot from the weapon that the player switched to. The result changes depending on the weapon's properties.
      • If the weapon fires a single projectile (important) per ammo, then a shot will be fired from it without consuming any ammo (the bottle is still lost), but the projectile loses it's special properties (e.g. Basketball's bouncing).
        • Chakram, Snubnose, Magic Hat, Broom do not fire
        • Kitty plays the firing animation and sound, but does not fire
        • You can roll right before the flare hits the ground with A Bad Idea, letting you survive the shot, but it will set your HP to 1
      • If the weapon fires multiple bullets per ammo (e.g. shotgun), then it will fail to fire anything despite playing the firing animation (by consequence not consuming health with The Last Aid or money with the Big Dawg).
      • If the weapon's projectile is explosive (e.g. Rocket), then the flare gun's shot will explode like normal, but deal the damage of the weapon that the player switched to.
      • if the weapon fires a segmented beam (e.g Mist Maker) then a single segment of the beam will be spawned instead of an explosion (Angel Shot spawns the entire beam)
    • If the Flare Gun's projectile hits an enemy then it will appear to deal damage equal to the damage of the weapon that the player equipped, but won't actually deal any damage (the exceptions being weapons with explosive projectiles and segmented beams, which behave the same way as when hitting a surface).
      • some interesting interactions:

(The information about this glitch could change as more interactions are tested, and gifs showcasing interactions will be added later)

Core Cache Error

  • In a room with two cores, there is a glitch where only the rightmost core will spawn picobos. This is due to the fact that both cores call the enemy spawn function at the same time, one overriding the other.
    • This glitch can be patched by putting the calls for enemy spawns in a queue.

Clone Time

  • Since all the scripting for all bullets are stored in one sprite, Scratch executes all of them as a singular nested "if" statement, meaning that all weapons take non-negligible time to create a bullet. This is called "Clone Time". The amount of time that it takes to generate a bullet takes, on average, 0.04 seconds, but this can change depending on the quality of the player's hardware.

Flying Enemy Wait

  • Flying Enemies such as the Specter Party fly much faster in the browser versions (Newgrounds, Itch.io) than the Steam version. This is either due to a discrepancy in how the "wait" function is handled in Turbowarp's HTML version and electron version, lag between the versions, or some other cause.

Ammorang swapping

  • If a thrown Ammorang hits an enemy while the player is holding a different weapon, the ammorang will reload 26 shots instead of 3 (only the last 3 shots will appear on the HUD).