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Warning! Do not sell this game! Do not sell this game as an NFT!
Plot
Mateo hears a glaber queen's call that one of her workers had gone missing. Mateo then sees a glaber with better than average vision being distracted by the volcanic area's saffron cake somewhere in the rightmost side of a volcanic area and the glaber staring at it, which Mateo thinks that the glaber got there because of the glaber having better than average vision. Now it's up to the adventurers of "Humetarmistan" (Eric, Yannik, Kabir, or Mateo) to leave "Humetarmistan" and to find and return the distracted glaber to the queen of the distracted glaber! But Mateo's "one adventurer at a time" policy prevents the adventurers of "Humetarmistan" from teamwork, so only one adventurer of "Humetarmistan" can do it.
Menu Controls
↕: Select
A: Accept Selection
S: Options (On the Title Screen), Go Back / Cancel Selection (Not on the Title Screen)
Gameplay Controls
↔: Horizontal Movement
↓: Slow Down, Fastfall
A: Jump
S: Primary Fire
D: Secondary Fire (Unlike primary fires, which have infinite ammo, secondary fires have finite ammo that regenerates gradually, and the player can have a maximum of 3 secondary fire ammo)
P: Pause
Playable Characters
Eric: Eric is a cool and cute male "humetarm" with "pale-orange" fleshy human skin, bright-pink "spiky wings haircut" (Eric's bright-pink "spiky wings haircut" is just a hairstyle, not actual wings), blue human eyes with white sclera, and bright-pink metallic forearms with white hands (Eric's bright-pink metallic forearms with white hands can turn into bright-pink metallic arm cannons filled with "infinitely expanding picky penestration energy liquid"). Eric wears a bright-pink sleeveless polo neck, white shorts with a blue belt, and bright-pink shoes (that are short enough to not be boots) with white socks. Eric's primary fire is an "energy-elemental" pink fiery plasma shot coming from one of his arm cannons. Eric's secondary fire is an "energy-elemental" pink homing ball of energy also coming from one of his arm cannons. Unlike other projectiles, Eric's pink homing balls of energy can also target Eric and heal 1 health to Eric if Eric's health isn't full and there isn't anything that isn't immune to "energy-elemental" damage for Eric's pink homing balls of energy to target and harm. Unlike most projectiles, Eric's primary fire and secondary fire are made from "infinitely expanding picky penestration energy liquid" so that Eric's primary fire and secondary fire can also phase through walls, "white spikes", "ultra steel crates", and saffron slimes without destroying walls, "white spikes", "ultra steel crates", and saffron slimes, allowing Eric to attack targets that aren't immune to "energy-elemental" damage and are behind objects that are immune to "energy-elemental" damage, but Eric himself cannot phase. "Infinitely expanding picky penestration energy liquid" is why Eric has infinite primary fire ammo. With Eric having a primary fire "attack-power" of 1 (average), a primary fire "projectile speed" of 1920, a primary fire "startup delay" of 0 seconds, a primary fire "delay after firing" of 0.25 seconds, a secondary fire "attack-power" of 1, a secondary fire "projectile speed" of 1280, a secondary fire "startup delay" of 0 seconds, a secondary fire "delay after firing" of 0.25 seconds, a secondary fire "secondary fire ammo cost" of 0.75, a maximum health of 4 (average), a maximum walking speed of 320 (average), a maximum running speed of 480 (average), a jump height of 1000 (average), an "energy-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that Eric is resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that Eric is so resistant to "selfharm-elemental" damage that Eric is immune to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that Eric is so resistant to "antisaffronslime-elemental" damage that Eric is immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that Eric is so resistant to "antidarkpurpleonibi-elemental" damage that Eric is immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that Eric isn't resistant to "spike-elemental" damage), Eric has average stats. Eric's health regenerates automatically, and Eric is flightless. Eric is designed to be of White ethicity, Eric's pronouns are he/him, Eric is irreligious, Eric is aroace, Eric is a celibate, Eric is childless, and Eric is one of the adventurers of "Humetarmistan".
Yannik: Yannik is a short, freckled, and cute male "humetarm" with "pale-orange" fleshy human skin, a blond spiky quiff hairstyle, blue human eyes with white sclera, and blue metallic forearms with white hands (Yannik's blue metallic forearms with white hands can turn into blue metallic arm cannons). Yannik wears a blue sleeveless leotard, and blue shoes (that are short enough to not be boots) with white socks. Yannik's primary fire is an "electricity-elemental" blue EMP grenade coming from one of his arm cannons. Yannik's secondary fire is an "electricity-elemental" blue MIRV EMP grenade also coming from one of his arm cannons. Unlike almost all projectiles, Yannik's secondary will also split into four EMP nadelets. Yannik's primary fire and secondary fire have the slowest rate of fire. Like almost all projectiles, Yannik's primary fire and secondary fire can damage enemies but are unable to stun enemies. Unlike almost all projectiles, Yannik's primary fire and secondary fire are also affected by gravity. Unlike almost all projectiles, before Yannik's primary fire and secondary fire become "electricity-elemental", Yannik's primary fire and secondary fire start out "antidarkpurpleonibi-elemental" (which has an attack power of infinite) when first fired, then shortly become "antisaffronslime-elemental" (which has an attack power of 0.5), and then become "electricity-elemental" (which the primary fire and secondary fire have attack power of 8, while the nadelets of the secondary fire also have an attack power of 8) while blowing up. Yannik's primary fire and secondary fire are fired and propelled electromagnetically. Yannik also has fast 3D printers that can print his primary fire inside his torso that activates when one of Yannik's arm cannons fire, the 3D printer being why Yannik has infinite primary fire ammo. With Yannik having a primary fire "attack-power" of 8 (high) (because Yannik's primary fire (unlike almost all projectiles) is a grenade, Yannik's primary fire has a "preblowup lifespan" that is 2 seconds), a maximum primary fire "projectile speed" of 700 (low) (because Yannik's primary fire (unlike almost all projectiles) obeys gravity, Yannik's primary fire has a maximum "projectile bounce height" that is 800 (low)), a primary fire "startup delay" of 0 seconds, a primary fire "delay after firing" of 1 second (slowest), a secondary fire "attack-power" of 8 (high) (because Yannik's secondary fire (unlike almost all projectiles) is a grenade, Yannik's secondary fire has a "preblowup lifespan" that is 2 seconds), a maximum secondary fire "projectile speed" of 700 (low) (because Yannik's secondary fire (unlike almost all projectiles) obeys gravity, Yannik's secondary fire has a maximum "projectile bounce height" that is 800 (low)), a secondary fire "startup delay" of 0 seconds, a secondary fire "delay after firing" of 1 second (slowest), a secondary fire "secondary fire ammo cost" of 1.5 (Yannik's secondary fire (unlike almost all projectiles) can can split into four EMP nadelets, each nadelet having a "attack-power" of 8 (high), a maximum "projectile speed" of 700 (low), and a maximum "projectile bounce height" of 400 (low)), a maximum health of 2 (low), a maximum walking speed of 240 (low), a maximum running speed of 400 (low), a jump height of 975 (low), an "energy-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 1 (meaning that Yannik is so resistant to "electricity-elemental" damage that Yannik is immune to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that Yannik is resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that Yannik is so resistant to "selfharm-elemental" damage that Yannik is immune to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that Yannik is so resistant to "antisaffronslime-elemental" damage that Yannik is immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that Yannik is so resistant to "antidarkpurpleonibi-elemental" damage that Yannik is immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that Yannik isn't resistant to "spike-elemental" damage), Yannik is "punch-packing", but fragile and slow. Yannik's secondary fire ammo regenerates faster, and Yannik is flightless. Yannik is designed to be of White ethicity, Yannik's pronouns are he/him, Yannik is irreligious, Yannik is aroace, Yannik is a celibate, Yannik is childless, and Yannik is one of the adventurers of "Humetarmistan". Yannik is also Eric's brother.
Kabir: Kabir is a timid and cute male "humetarm" with "pale-brown" fleshy human skin, dark-blue human eyes with white sclera, and green metallic forearms with white hands (Kabir's green metallic forearms with white hands cannot turn into arm cannons). Kabir wears a green dastār, a green short-sleeved polo neck, green pants with a dark-blue belt, green shoes (that are short enough to not be boots) with white socks, a kara on his left wrist, and a kirpan filled with "infinitely expanding picky penestration compressed air" in his left hand. Kabir's primary fire is a "physical-elemental" crescent of wind coming from his kirpan. Kabir's secondary fire is the same as his primary fire, but four more times and at a faster rate. Unlike most projectiles, Kabir's primary fire and secondary fire can also phase through walls, "white spikes", and "ultra steel crates" without destroying walls, "white spikes", and "ultra steel crates", allowing Kabir to attack targets that aren't immune to "physical-elemental" damage and are behind objects that are immune to "physical-elemental" damage, but Kabir himself cannot phase. Kabir is a "Humetarm Heterodox Sikh" ("Humetarm Heterodox Sikhs" are "humetarms" that practice "Humetarm Heterodox Sikhism" ("Humetarm Heterodox Sikhism" is a sect of sikhism for "humetarms" that makes all sikh practices optional). "Humetarm Heterodox Sikhs" are not considered to be devout Sikhs.). With Kabir having a primary fire "attack-power" of 0.5 (low), a primary fire "projectile speed" of 1920, a primary fire "startup delay" of 0.0625 seconds, a primary fire "delay after firing" of 0.1875 seconds, a secondary fire "attack-power" of 0.5, a secondary fire "projectile speed" of 1280, a secondary fire "startup delay" of 0.0625 seconds, a secondary fire "delay after firing" of 0.0625 seconds (fastest), a secondary fire "secondary fire ammo cost" of 1, a maximum health of 3 (low), a maximum walking speed of 500 (high), a maximum running speed of 500 (high), a jump height of 1100 (high) (because Kabir (unlike other playable characters) can fly, Kabir can fly for 1 second and Kabir has a maximum flight speed that is 600), an "energy-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that Kabir is so resistant to "selfharm-elemental" damage that Kabir is immune to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that Kabir is so resistant to "antisaffronslime-elemental" damage that Kabir is immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that Kabir is so resistant to "antidarkpurpleonibi-elemental" damage that Kabir is immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that Kabir isn't resistant to "spike-elemental" damage), Kabir is agile, but fragile and weak. Unlike other playable characters, Kabir can fly for a few seconds by creating a tornado around himself and spinning himself inside the tornado. Kabir is designed to be of Punjabi ethicity, Kabir's pronouns are he/him, Kabir refuses to have any Amrit Sanskars and Anand Karajs, Kabir is aroace, Kabir is a celibate, Kabir is childless, and Kabir is one of the adventurers of "Humetarmistan". Oh, and because Kabir is a "humetarm", Kabir lacks a beard (or any kind of facial hair). Kabir is also Eric's brother and Yannik's brother.
Mateo: Mateo is a tall, cool, beautiful, and clever male "humetarm" with "pale-orange" fleshy human skin, and "dark-grayish-purplish-blue" metallic forearms with "dark-grayish-purplish-blue" hands (Mateo's "dark-grayish-purplish-blue" metallic forearms with "dark-grayish-purplish-blue" hands can turn into "dark-grayish-purplish-blue" metallic arm cannons). Mateo wears a purple bandana with white dots, goggles with purple lenses and "dark-grayish-purplish-blue" straps and white rims, a purple polo neck with rolled up sleeves, "dark-grayish-purplish-blue" bib-overalls with a purple belt with a white wrench, and "dark-grayish-purplish-blue" boots with purple laces. Mateo's primary fire is an "energy-elemental" purple plasma shot (that is smaller than Eric's pink fiery plasma shot) coming from one of his arm cannons. Mateo's primary fire also has the fastest rate of fire. Mateo's secondary fire is an "elctricity-elemental" purple EMP grenade coming from one of his arm cannons. Unlike almost all projectiles, and like Yannik's primary fire and secondary fire, Mateo's secondary fire is affected by gravity. Unlike almost all projectiles and unlike Yannik's primary fire and secondary fire, Mateo's secondary fire can stun enemies for 3 seconds. Mateo's secondary fire also has the slowest rate of fire. Unlike almost all projectiles, before Mateo's secondary fire becomes "electricity-elemental", Mateo's secondary fire starts out "antidarkpurpleonibi-elemental" (which has an attack power of infinite) when first fired, then shortly become "antisaffronslime-elemental" (which has an attack power of 0.5), and then become "electricity-elemental" (which the secondary fire has an attack power of 8) while blowing up. With Mateo having a primary fire "attack-power" of 0.125 (low), a primary fire "projectile speed" of 1920, a primary fire "startup delay" of 0 seconds, a primary fire "delay after firing" of 0.0625 seconds (fastest), a secondary fire "attack-power" of 0.5 (low) (because Mateo's secondary fire (unlike almost all projectiles) is a grenade, Mateo's secondary fire has a "preblowup lifespan" that is 2 seconds), a maximum secondary fire "projectile speed" of 700 (low) (because Mateo's secondary fire (unlike almost all projectiles) obeys gravity, Mateo's secondary fire has a maximum "projectile bounce height" that is 800 (low)), a secondary fire "startup delay" of 0 seconds, a secondary fire "delay after firing" of 1 second (slowest), a secondary fire "secondary fire ammo cost" of 2, a maximum health of 5 (high), a maximum walking speed of 160 (low), a maximum running speed of 320 (low), a jump height of 800 (low), an "energy-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 1 (meaning that Mateo is so resistant to "electricity-elemental" damage that Mateo is immune to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that Mateo is resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that Mateo is so resistant to "selfharm-elemental" damage that Mateo is immune to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that Mateo is so resistant to "antisaffronslime-elemental" damage that Mateo is immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that Mateo is so resistant to "antidarkpurpleonibi-elemental" damage that Mateo is immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that Mateo isn't resistant to "spike-elemental" damage), Mateo is durable, but weak and slow. Unlike other playable characters, Mateo carries a purple metallic ballistic shield in one of his hands that protects him from green slimes and small plasma shots, but partially protects him from saffron slimes, and doesn't protect him from dark-purple onibi, saffron onibi, and bigger plasma shots. Mateo's secondary fire ammo regenerates faster, and Mateo is flightless. Mateo is designed to be of Spanish ethicity, Mateo's pronouns are he/him, Mateo is irreligious, Mateo is aroace, Mateo is a celibate, and Mateo is one of the adventurers of "Humetarmistan", but Mateo is not childless. Mateo is also the single father of Eric, Yannik, and Kabir, which Mateo created asexually using some pieces of metal from the forearms of the corpses of Mateo that Mateo left behind before reviving himself after Mateo killed himself and the liverwurst from the liver of the corpses of Mateo that Mateo left behind before reviving himself after Mateo killed himself, due to Mateo being lonely after Mateo created "Humetarmistan" after Mateo killed the "hu-alien" that created Mateo. Mateo was also created by a "hu-alien" that Mateo was named after. Mateo was created with some pieces of metal and with the liverwurst made from the livers of the corpses of the other "hu-aliens" that were murdered by the "hu-alien" that created Mateo. The "hu-alien" that created Mateo also murdered Mateo with a corrosive gas chamber, but Mateo revived himself and Mateo killed the "hu-alien" that created Mateo. Mateo also created "Humetarm Heterodox Sikhism", "Humetarmistan", and the "one adventurer at a time" policy, and Mateo is the dictator of "Humetarmistan", but Mateo is willing to temporarily give his dictator privileges to his children when Mateo is adventuring.
Gameplay
"Eric & Yannik 5" is a 2D platformer with three levels. The first level is a grassland with green terrain and cyan skies. The second level is a desert with yellow terrain and cyan skies. The third level is a volcanic area with maroon terrain and "dark-pink" skies. To beat a level, the player must reach the rightmost side of the level. When the player dies, the player restarts from the beginning of the level at full health and with all secondary fire ammo lost. The player has infinite lives and there are no checkpoints. The graphic of "Eric & Yannik 5" (which are licensed under CC BY-NC-SA 4.0) are in a thick-line cartoon artstyle, with most of them being "rasterized SVGs". The font in "Eric & Yannik 5" is in Comic Sans. "Eric & Yannik 5" does have sound effects, but "Eric & Yannik 5" lacks music.
HUD
The HUD of this game appears in the gameplay of this game and shows how much health (represented by crimson hearts) and secondary fire ammo (represented by light-blue eight-pointed stars) the player has.
Enemies and Bosses
Green Slime: Green slimes are small, weak, and plentiful enemies. Green slimes can cause "corrosion-elemental" damage on wooden crates and any playable character by touching them, but when doing so, green slimes will do "selfharm-elemental" damage to themselves. Green slimes have a maximum health of 1, a maximum speed of 160, an "attack-power" that is the same as the current health of the green slime, an "energy-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 1 (meaning that green slimes are so resistant to "corrosion-elemental" damage that green slimes are immune to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that green slimes are so resistant to "antisaffronslime-elemental" damage that green slimes are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that green slimes are so resistant to "darkpurpleonibi-elemental" damage that green slimes are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that green slimes are so resistant to "antidarkpurpleonibi-elemental" damage that green slimes are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that green slimes aren't resistant to "spike-elemental" damage).
Big Green Slime: Big green slimes are big enemies only appearing in the second level. A big green slime has more health than a normally-sized green slime. Just like a normally-sized green slime, big green slimes can cause "corrosion-elemental" damage on wooden crates and any playable character by touching them, but when doing so, big green slimes will do "selfharm-elemental" damage to themselves. Big green slimes have a maximum health of 4, a maximum speed of 160, an "attack-power" that is the same as the current health of the big green slime, an "energy-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 1 (meaning that big green slimes are so resistant to "corrosion-elemental" damage that big green slimes are immune to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that big green slimes are so resistant to "antisaffronslime-elemental" damage that big green slimes are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that big green slimes are so resistant to "darkpurpleonibi-elemental" damage that big green slimes are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that big green slimes are so resistant to "antidarkpurpleonibi-elemental" damage that big green slimes are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that big green slimes aren't resistant to "spike-elemental" damage).
Plasma Snotter: Plasma snotters are small and weak "four-legged pig-like pink metallic cannon" enemies only appearing in the second and third levels. A plasma snotter has as much health as a normally-sized green slime. If the player gets too close to a plasma snotter, the plasma snotter will "sneeze" an "energy-elemental" pink plasma "snot" (that is smaller than Eric's pink fiery plasma shot and as big as Mateo's purple plasma shot) coming from its nose. Plasma snotters have a maximum health of 1, a maximum speed of 160, an "energy-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that plasma snotters are resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that plasma snotters are so resistant to "selfharm-elemental" damage that plasma snotters are immune to selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that plasma snotters are so resistant to "antisaffronslime-elemental" damage that plasma snotters are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that plasma snotters are so resistant to "darkpurpleonibi-elemental" damage that plasma snotters are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that plasma snotters are so resistant to "antidarkpurpleonibi-elemental" damage that plasma snotters are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that plasma snotters aren't resistant to "spike-elemental" damage), and the plasma snot of the plasma snotter has a speed of 960, an "attack-power" of 0.25, and a "startup delay" of 0.25 seconds.
Plasma Pigasnotter: Plasma pigasnotters are small and weak "four-legged pig-like pink metallic cannon" enemies like plasma snotters, but unlike plasma snotters, plasma pigasnotters have white bird wings that let the plasma pigasnotter fly. Also, unlike plasma snotters, plasma pigasnotters can only move vertically. Plasma pigasnotters only appear in the second and third levels. A plasma pigasnotter has as much health as a normally-sized green slime and a plasma snotter. If the player gets too close to a plasma pigasnotter, the plasma pigasnotter will "sneeze" an "energy-elemental" pink plasma "snot" (that is smaller than Eric's pink fiery plasma shot and as big as Mateo's purple plasma shot) coming from its nose. Plasma pigasnotters have a maximum health of 1, a maximum speed of 160, an "energy-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that plasma pigasnotters are resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that plasma pigasnotters are so resistant to "selfharm-elemental" damage that plasma pigasnotters are immune to selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that plasma pigasnotters are so resistant to "antisaffronslime-elemental" damage that plasma pigasnotters are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that plasma pigasnotters are so resistant to "darkpurpleonibi-elemental" damage that plasma pigasnotters are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that plasma pigasnotters are so resistant to "antidarkpurpleonibi-elemental" damage that plasma pigasnotters are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that plasma pigasnotters aren't resistant to "spike-elemental" damage), and the plasma snot of the plasma pigasnotter has a speed of 960, an "attack-power" of 0.25, and a "startup delay" of 0.25 seconds.
Big Plasma Snotter: Big plasma snotters are big "four-legged pig-like pink metallic cannon" enemies only appearing in the third level. A big plasma snotter has more health than a normally-sized plasma snotter and as much health as a big green slime. Unlike normally-sized plasma snotters and plasma pigasnotters, big plasma snotters are filled with "infinitely expanding picky penestration energy liquid". The "infinitely expanding picky penestration energy liquid" of the big plasma snotters dies with the big plasma snotters themselves if big plasma snotters die. "Infinitely expanding picky penestration energy liquid" is why big plasma snotters have infinite ammo. If the player gets too close to a big plasma snotter, the big plasma snotter will "sneeze" an "energy-elemental" pink plasma "snot" (that is as big as Eric's pink fiery plasma shot but not as fiery as Eric's pink fiery plasma shot). Unlike most projectiles, the big plasma snotter's pink plasma "snot" (that is as big as Eric's pink fiery plasma shot but not as fiery as Eric's pink fiery plasma shot) is made from "infinitely expanding picky penestration energy liquid" so that it can also phase through walls, "white spikes", "ultra steel crates", and saffron slimes without destroying walls, "white spikes", "ultra steel crates", and saffron slimes, but the big plasma snotters themselves cannot phase. Big plasma snotters have a maximum health of 4, a maximum speed of 160, an "energy-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that big plasma snotters are resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 1 (meaning that big plasma snotters are so resistant to "selfharm-elemental" damage that big plasma snotters are immune to selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that big plasma snotters are so resistant to "antisaffronslime-elemental" damage that big plasma snotters are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that big plasma snotters are so resistant to "darkpurpleonibi-elemental" damage that big plasma snotters are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that big plasma snotters are so resistant to "antidarkpurpleonibi-elemental" damage that big plasma snotters are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that big plasma snotters aren't resistant to "spike-elemental" damage), and the plasma snot of the big plasma snotter has a speed of 960, an "attack-power" of 1, and a "startup delay" of 0.25 seconds.
Saffron Slime: Saffron slimes are small enemies only appearing in the third level. Saffron slimes can cause "fire-elemental" damage on any playable character by touching them, but when doing so, saffron slimes will do "selfharm-elemental" damage to themselves. Saffron slimes have a maximum health of 1, a maximum speed of 160, an "attack-power" that is the same as the current health of the saffron slime, an "energy-elemental" damage resistance of 1 (meaning that saffron slimes are so resistant to "energy-elemental" damage that saffron slimes are immune to "energy-elemental" damage), an "electricity-elemental" damage resistance of 1 (meaning that saffron slimes are so resistant to "electricity-elemental" damage that saffron slimes are immune to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that saffron slimes aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0.5 (meaning that saffron slimes are resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that saffron slimes aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 1 (meaning that saffron slimes are so resistant to "fire-elemental" damage that saffron slimes are immune to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 0 (meaning that saffron slimes aren't resistant to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that saffron slimes are so resistant to "darkpurpleonibi-elemental" damage that saffron slimes are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that saffron slimes are so resistant to "antidarkpurpleonibi-elemental" damage that saffron slimes are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 0 (meaning that saffron slimes aren't resistant to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that saffron slimes aren't resistant to "spike-elemental" damage).
Dark-Purple Onibi: Dark-purple onibi are small dark-purple ghost-fire enemies only appearing in the third level. Unlike most enemies, dark-purple onibi fly. Dark-purple onibi follow the player. Dark-purple onibi can cause "darkpurpleonibi-elemental" damage on any playable character by touching them, but when doing so, the secondary fire ammo of the playable character will be -0.375 and dark-purple onibi will do "selfharm-elemental" damage to themselves. Dark-purple onibi phase through everything except the playable character and any attacks that dark-purple onibi aren't immune to. When the dark-purple onibi hit any projectiles that the dark-purple onibi are immune to, the projectiles that the dark-purple onibi are immune to will phase through them. Dark-purple onibi have a maximum health of 1, a maximum speed of 160, an "attack-power" that is half the current health of the dark-purple onibi, an "energy-elemental" damage resistance of 0 (meaning that dark-purple onibi aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that dark-purple onibi aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "physical-elemental" damage that dark-purple onibi are immune to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "corrosion-elemental" damage that dark-purple onibi are immune to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that dark-purple onibi aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that dark-purple onibi aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "antisaffronslime-elemental" damage that dark-purple onibi are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "darkpurpleonibi-elemental" damage that dark-purple onibi are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 0 (meaning that dark-purple onibi aren't resistant to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "crate-elemental" damage that dark-purple onibi are immune to "crate-elemental" damage), and a "spike-elemental" damage resistance of 1 (meaning that dark-purple onibi are so resistant to "spike-elemental" damage that dark-purple onibi are immune to "spike-elemental" damage).
Saffron Onibi: Saffron onibi are small saffron ghost-fire enemies only appearing in the third level. Unlike most enemies, saffron onibi fly. Saffron onibi follow the player. Saffron onibi can cause "fire-elemental" damage on any playable character by touching them, but when doing so, saffron onibi will do "selfharm-elemental" damage to themselves. Saffron onibi phase through everything except the playable character and any attacks that saffron onibi aren't immune to. When the saffron onibi hit any projectiles that the saffron onibi are immune to, the projectiles that the saffron onibi are immune to will phase through them. Saffron onibi have a maximum health of 1, a maximum speed of 160, an "attack-power" that is the same as the current health of the saffron onibi, an "energy-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "energy-elemental" damage that saffron onibi are immune to "energy-elemental" damage), an "electricity-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "electricity-elemental" damage that saffron onibi are immune to "electricity-elemental" damage), a "physical-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "physical-elemental" damage that saffron onibi are immune to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "corrosion-elemental" damage that saffron onibi are immune to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that saffron onibi aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "fire-elemental" damage that saffron onibi are immune to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "antisaffronslime-elemental" damage that saffron onibi are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "darkpurpleonibi-elemental" damage that saffron onibi are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "antidarkpurpleonibi-elemental" damage that saffron onibi are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "crate-elemental" damage that saffron onibi are immune to "crate-elemental" damage), and a "spike-elemental" damage resistance of 1 (meaning that saffron onibi are so resistant to "spike-elemental" damage that saffron onibi are immune to "spike-elemental" damage).
Objects
Wooden Crate: A "pale-brown" wooden crate. The bigger the wooden crate, the more durable the wooden crate is. Wooden crates can do "crate-elemental" damage on enemies and the player by landing on them, but when doing so, wooden crates will do "selfharm-elemental" damage to themselves. Wooden crates have an "attack-power" that is the same as the current health of the wooden crate. Wooden crates have an "energy-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "energy-elemental" damage), an "electricity-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "electricity-elemental" damage), a "physical-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "physical-elemental" damage), a "corrosion-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "corrosion-elemental" damage), a "selfharm-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "selfharm-elemental" damage), a "fire-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "fire-elemental" damage), an "antisaffronslime-elemental" damage resistance of 1 (meaning that wooden crates are so resistant to "antisaffronslime-elemental" damage that wooden crates are immune to "antisaffronslime-elemental" damage), a "darkpurpleonibi-elemental" damage resistance of 1 (meaning that wooden crates are so resistant to "darkpurpleonibi-elemental" damage that wooden crates are immune to "darkpurpleonibi-elemental" damage), an "antidarkpurpleonibi-elemental" damage resistance of 1 (meaning that wooden crates are so resistant to "antidarkpurpleonibi-elemental" damage that wooden crates are immune to "antidarkpurpleonibi-elemental" damage), a "crate-elemental" damage resistance of 1 (meaning that wooden crates are so resistant to "crate-elemental" damage that wooden crates are immune to "crate-elemental" damage), and a "spike-elemental" damage resistance of 0 (meaning that wooden crates aren't resistant to "spike-elemental" damage). Usually, wooden crates contain nothing, but some wooden crates contain a "health heart".
Health Heart: "Health hearts" are crimson hearts that can heal 1 health to the player when collected by the player. "Health hearts" only come out some wooden crates.
White spikes: "White spikes" do "spike-elemental" damage to the player when the player steps on it. "White spikes" have an "attack-power" of 1 and "White spikes" are indestructible.
Spring ball: "Spring balls" are white balls with a green arrow. When the player steps on a "Spring ball", the player will bounce off the "Spring ball" and jump very high with a jump height of 1350. "Spring balls" only appear in the second level.
Saffron Lava: "Saffron lava" only appears in the third level. "Saffron lava" can cause "fire-elemental" damage (that is high enough to instantly destroy enemies that doesn't have a "fire-elemental" damage resistance of 1 and any playable character that doesn't have a "fire-elemental" damage resistance of 1 when they step on it) on enemies and any playable character when they step on it. "Saffron lava" has an "attack-power" of infinity and "Saffron lava" is indestructible. "Saffron lava" also appears in a scene of the intro of "Eric & Yannik 5", where the distracted glaber is being seen staring at the volcanic area's saffron cake somewhere in the rightmost side of a volcanic area.
Ultra Steel Crate: "Ultra steel crates" are gray metallic crates only appearing in the third level. "Ultra steel crates" are like wooden crates, but unlike wooden crates, "ultra steel crates" are indestructible to anything, and "ultra steel crates" can cause infinite "crate-elemental" damage on enemies and the player by landing on them, instantly destroying them. "Ultra steel crates" has an "attack-power" of infinity.
Other Characters
Glaber: Glabers are bipedal "naked mole-rats" with "pale-orange" fleshy skin. One of these rodents (specifically, the one with better than average vision) got distracted by the volcanic area's saffron cake somewhere in the rightmost side of a volcanic area and is staring at it.
Other Objects
Saffron Cake: Saffron cake is a big two-layered cake made of "saffron lava" only seen in the intro of "Eric & Yannik 5".