He throws back now. You have hearts. And you can backflip — while you're spinning, nothing can touch you. Every number below starts at the one Porter picked.
Move the mouse.
Hold the mouse button to charge, let go to throw.
Press Space. You can throw mid-flip.
Press R.
Bug 1: his spears always sailed underneath you. He was aiming straight at you, and gravity pulled the spear down 92 pixels during the flight — so it arrived 52 pixels too low, every single throw. Perfect aim at the wrong place.
Bug 2: he lobbed spears almost straight up. The first fix worked by guessing and then improving the guess. On easy throws that's fine. On hard ones the guess ran away upward — at high gravity he was throwing at 88°, nearly vertical. Now the angle is solved exactly instead of guessed.
Set His aim to Deadly and he will genuinely hit you. Now the backflip is worth testing.
Porter hasn't picked what the flip costs yet, so it's a 1.2s cooldown placeholder — a guess, not a decision.
Drag Flip cooldown to 0 and you can flip forever. Try it on purpose, notice how fast the level stops being interesting, then find the number where it's actually fun.
The first four are exactly what Porter chose in Spear Lab. The rest are new and nobody has tested them yet.
Porter's pick: 200 — the floatiest setting there is.
Porter's pick: 2000 — the strongest arm available.
Porter's pick: 0.2s — nearly instant. Tap and it's gone.
Porter's pick: 20. (The design doc said 5 for Level 1 — he changed his mind, which is allowed.)
How many hits you survive. Set it to 1 for the original "one hit and you're out" rule.
Seconds between his throws. Lower = way more dangerous.
How wobbly his throws are. Perfect aim is brutal. Terrible aim is a joke.
How hard he throws. If you crank gravity way up, he needs more strength to reach you at all.
The wait between backflips. This is the number that decides if the flip is a skill or a cheat.