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.Documentation Index
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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:| Level | Treat Goal |
|---|---|
| 1 | 20 |
| 2 | 25 |
| 4 | 35 |
| 6 | 45 |
| 8 | 55 |
| 10 | 65 |
| 12 | 75 (cap) |
| 13+ | 75 |
| 20 | 75 |
Progression
Clearing a level’s treat goal triggers a level-up:Treat goal reached
Your score hits
levelGoal. A level-up fires, your score resets to 0, and currentLevel increments by one.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.Speed increases (every 4 levels)
Starting at level 4, Rudi’s base speed multiplier increases each time This stacks with every additional level reached, so later worlds feel noticeably faster even before any power-ups.
currentLevel >= 4: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 × speedMultiplierto24 × speedMultiplier. The boost meter (shown in the HUD asZoomies: 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:zoomStacksButton / zoomStacksDisplay). Stacks compound fast — 10 stacks gives a 16× speed multiplier.
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 × 1.8units). - 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.
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.