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Your job is straightforward: guide Rudi across each world, collect enough treats to meet the level’s treat goal, and advance through all 20 levels. Along the way you’ll grab power-ups that warp Rudi’s size and speed, accidentally spawn an army of clones, toggle Zoomies mode to move at ridiculous velocity, and — if you touch the golden star — survive a meteor strike. Clear level 20 with enough treats and something special happens. The chaos is the point.

Objective

Each level has a treat goal. When your treat count hits that number, the level clears: your score resets to zero, the world rebuilds, and the next level begins. The treat goal formula is:
const levelGoal = Math.min(75, 15 + currentLevel * 5);
The goal grows with each level and caps at 75 treats from level 13 onward. Here are a few reference points:
LevelTreat Goal
120
225
435
645
855
1065
1275 (cap)
13+75
2075
Each level also spawns a fixed pool of treats on the map (Math.min(90, 32 + level * 5)), so higher levels actually put more treats in the world even as the goal is already capped — your clones become very helpful.

Progression

Clearing a level’s treat goal triggers a level-up:
1

Treat goal reached

Your score hits levelGoal. A level-up fires, your score resets to 0, and currentLevel increments by one.
2

New world loads

spawnLevel() tears down the old room, builds the new themed geometry, respawns treats and power-ups, and starts the level’s unique music track.
3

Speed increases (every 4 levels)

Starting at level 4, Rudi’s base speed multiplier increases each time currentLevel >= 4:
if (currentLevel >= 4) speedMultiplier += 0.25;
This stacks with every additional level reached, so later worlds feel noticeably faster even before any power-ups.
4

Clone spawns at level 10+

The first time currentLevel >= 10, createClone() is called automatically — a clone of Rudi appears and begins orbiting and collecting treats on its own.
The golden octahedron (endingStar) repositions itself on every level-up. If you run into it at any point, a meteor event begins — see Endings below.

Zoomies Mode

The ZOOMIES button sits in the bottom-right corner of the screen. Tapping it toggles a speed burst.
  • On: Rudi’s top speed jumps from 9 × speedMultiplier to 24 × speedMultiplier. The boost meter (shown in the HUD as Zoomies: XX%) drains at 22% per second.
  • Off: The boost meter refills at 18% per second.
  • Visual feedback: The ZOOMIES button glows yellow while active. The music melody also speeds up during Zoomies.

Zoom Stacks

Every Blue power-up you (or a clone) collect permanently raises your Zoomies top speed:
speedStacks++;
speedMultiplier = 1 + speedStacks * 1.5;
Your current stack count is shown in the HUD via the “Zoom stacks: N” button (zoomStacksButton / zoomStacksDisplay). Stacks compound fast — 10 stacks gives a 16× speed multiplier.
Tap the Zoom stacks button once to arm a reset (it turns red), then tap it again to wipe all stacks and return to normal speed. Useful if the game becomes unplayable at maximum stacks.

Clones

Clones are additional copies of Rudi that follow you around the world. They appear from Rainbow power-ups (3 at once), Cyan power-ups (1 at a time), and automatically at level 10+. How clones behave:
  • Each clone orbits Rudi at a radius that grows with clone count (8 + clones.length × 1.8 units).
  • Clones face Rudi at all times and smoothly lerp toward their orbit position.
  • Clones collect treats and power-ups independently, triggering the same score and power-up effects as Rudi.
  • Clone-collected treats play a slightly different beep (lower pitch, sine wave) so you can distinguish them by ear.
Clone counter: The top-left HUD shows “Clones: N” via cloneCountDisplay. Tapping the Clones button arms a clear (it turns red); tapping again removes all clones from the scene.
If you accumulate 10 or more speed stacks while at least one clone is alive, that clone achieves Maximum Zoomies — it breaks orbit and launches itself off the map entirely. This happens once per run.

Endings

Rudi Foodi has two endings, both triggered under specific conditions and both play out as in-engine cinematics that hide the HUD, joystick, and ZOOMIES button. Meteor Ending : Touch the golden star (endingStar) at any point during gameplay. A giant lava-textured meteor descends from the sky, crashes into the arena, and explodes the entire level into flying debris. After roughly 6 seconds the level advances as if you had cleared it normally. If you are already on level 20, the meteor ending transitions into the win screen instead. Fly-Away Ending : Triggered automatically once you complete all 20 levels and your score in the final level reaches 30 treats (and no other ending is currently active). The camera pulls back, Rudi faces you, then launches upward and off-screen while the message “Oh no! Rudi got bored!” fades in. Completing this ending counts as a full game completion and prompts you to submit your time to the leaderboard.
Both endings check the meteorEnding and flyAwayEnding flags to avoid triggering simultaneously. The Meteor Ending takes priority if the star is touched before the Fly-Away condition is met.
For a detailed breakdown of both cinematic sequences, see Endings.

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