Controls

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Slugcat's controls feature a variety of advanced movements, mostly unexplained in-game. This page exists to detail the variety of moves slugcat can perform, and how to do them.

Buttons and basics[edit | edit source]

  • Up: Grabs onto poles and climbs up them. Causes slugcat to climb up small ledges and reorient in midair. Also causes slugcat to rise up onto two feet when crawling.
  • Down: Causes slugcat to duck down and crawl on all fours. When on a vertical pole, causes slugcat to crawl down it. When on a horizontal pole or the bottom of a vertical pole, causes slugcat to drop off of it. Also causes slugcat to drop off of corners.
  • Left/Right: The basic horizontal movement of the game. Also used to cause slugcat to grab onto a wall and slide down it.
  • Jump: A basic jump allowing slugcat to climb over obstacles, reach poles and leap across gaps.
  • Grab: Picks up an object or grabs certain creatures. If slugcat's left hand is free, they will always grab objects with that hand first.
  • Throw: Throws held objects, often with considerable force. If slugcat is holding two objects, the object in their right hand will be thrown first. Some objects will have an effect when thrown, and others are thrown a much shorter distance.
  • Map: When tapped, briefly pulls up the HUD showing slugcat's karma level and hunger. When held slightly longer, brings up a timer depicting how soon the next rain will come. When held down for about a second, brings up a map from slugcat's memory. Slugcat cannot move while remembering the map, and this will not pause the game.
  • Pause: Opens up the pause menu.
  • Restart: Only usable from the slugcat selection screen, if held down will allow for starting a new game with that slugcat, deleting prior progress (besides Arena mode unlocks). Automatically bound to the 'R' key on the keyboard.

Object management[edit | edit source]

  • Eat: Holding grab will cause slugcat to eat any food they are holding. If slugcat is holding food in both hands, they will eat the food in their right hand first. If slugcat is already full, they will not eat any more food. Certain food, such as popcorn plants, are eaten as soon as they are grabbed.
  • Drop: Pressing down and grab at the same time will cause slugcat to gently drop an item rather than throw it. Like throwing, slugcat will drop the item in their right hand first. This can be very useful when the player wants to grab hold of something else without wasting objects in hand such as spears or explosives, or when attempting to appear unthreatening around neutral creatures.
  • Swap: Double-tapping grab will cause slugcat to swap the items held in their left and right hands, letting them throw or drop a different item first.
  • Item Storage/Regurgitation: If the player holds down grab, as if to eat, and is unable to eat the item (due to not holding a consumable item or being full), slugcat will instead swallow the object they're holding. If they are holding items in both hands, they will store the item in their right hand first. This object can then be regurgitated later on by holding grab again. As long as slugcat is not in a tunnel, the object will be regurgitated into one of slugcat's hands if they have an empty one. If not, the object will be spat on the ground. Food and spears cannot be stored this way, and slugcat can only store one item in them at a time.

Jumping[edit | edit source]

Pulling up onto ledge[edit | edit source]

When hitting a wall just below a ledge, holding forwards and pressing jump allows slugcat to climb up.

Ledge Climb.png

Wall-jumping[edit | edit source]

Slugcat will slide down walls when holding into the wall.

Aa0b.gif

Wall-jumping is performed by pressing jump while sliding down a wall (holding into the wall), immediately switching holding direction to the other wall and tapping jump as soon as Slugcat comes into contact with that wall.

Note: It’s important to switch holding direction as soon as possible after jumping. The aim is to jump as soon as possible while holding into the wall, to minimise height lost to sliding, then immediately hold away from the wall to minimise negative aerial drift.

Walljump test.gif

Coyote jump[edit | edit source]

It is still possible to jump a few frames after running off an edge. This can be used to maximise horizontal jump distance, or safeguard against tight jumps.

Aa2S.gif

Pole coyote jump[edit | edit source]

This can also be done off of poles.

Aa3S.gif

Charge-pouncing[edit | edit source]

Entering the crouching position and holding jump until Slugcat’s back is arched, then releasing, allows for a charge-pounce. For almost all pounces Slugcat is subject to aerial drift, and so holding forwards mid-pounce allows the player to maximise Slugcat's horizontal range whenever jumping or pouncing.

Ac1S.gif

Crouching to safely position on edges[edit | edit source]

This gif shows the farthest slugcat can extend over a ledge while crouched, useful for maximising charge-pounce distance.

Ac2.gif

Landing upright out of charge-pounce[edit | edit source]

Tapping up immediately after charge-pouncing puts slugcat in an upright position, giving it more height. This can help grab ledges upon landing.

Ac3S.gif

Throw-boosting[edit | edit source]

Throwing rocks or spears during a jump or pounce increases horizontal velocity, allowing slugcat to travel further than normal jumps and pounces. This is most effective when done at the start of a jump.

Note: Throw-boosting can be used at the start of any aerial move to increase speed / range.

Ac4S.gif

Optimal throw-boosting[edit | edit source]

This can be done with two objects to further increase speed, optimally either out of a charge-pounce or max length roll-pounce (Explained later in guide).

Ac5S.gif

Turning around[edit | edit source]

Backflipping[edit | edit source]

Backflips are performed by jumping immediately after turning around. Note that the leftwards press near the end of the move is only to prevent Slugcat from falling off the platform.

Ad1S.gif

Turn-hopping[edit | edit source]

Turn-hopping involves repeatedly jumping after turning to conserve turn momentum and cover ground quickly. Momentum conserved this way only depletes when in contact with the ground, so will last longer with more precise and better timed jumps.
Turn hopping .gif

Tunnel Movement[edit | edit source]

Main article: Tunnel Movement

Slides[edit | edit source]

Main article: Slides

Rolls[edit | edit source]

Main article: Rolls

Pole Movement[edit | edit source]

Main article: Pole Movement

Combat[edit | edit source]

Main article: Combat

Swimming[edit | edit source]

Main article: Swimming

Situational controls[edit | edit source]

The Five Pebbles region features unique controls, which for the sake of spoilers are not listed here. Info on the controls can be found on the page for the region.