Fandom

Fantendo - Nintendo Fanon Wiki

Aura's Junkyard

33,051pages on
this wiki
Add New Page
Comments12 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Request21-Aura's Junkyard
Developer(s) Blender Maximum
Publisher(s) Blender Maximum
Platform(s) WiiULogo
V2LogoSmallglow
Genre(s) 2D Platformer
Release Date(s)
February 29th, 2016 (Wii U)
July 1st, 2016 (V²)
Mode(s)
Single Player

Aura's Junkyard is an upcoming video game for the Wii U that is currently being developed by Blender Maximum. It is the first game in the Auras series.

A port of the game for The V² is currently planned to be released on July 1, 2016.

Plot

The game begins with a cutscene showing that a girl was abandoned, floating through a basket in space. While in space, she was seemingly largely radiated. She later fell on the planet of Junkyard, a place in space where outcasts and monsters are sent. She is taken in by the Synesthesia family, consisting of two creatures, one resembling a plantlike humanoid and the other being a water/dragon-type creature. The girl is named Aura by the family. Aura learns that, due to her supposed radiation, she has the ability to concentrate her personality into many alternate versions. Years later, she must fight against the king of Supernova, a monster born into the royal family of the country of Supernova that is attempting to destroy the world, and she has to battle her way through his snow globes that keep his power over the planet.

Dialogue can be found here.

Gameplay

Aura's Junkyard, as a 2D platformer, is rather simple. The player uses the left analog stick or the control pad of the Wii U GamePad to move, and uses the X button to jump. To punch, the player must press A. To use other attacks, the player must use B or Y. For Auras that don't have more than one extra attack or other ability, the Y button can be used as a form of minor defense. The Y button is also used to run if the player holds it while moving. The main feature of this game is the ability to switch between several different forms, or Auras, by pressing the ZR button. When holding the button for more than a few seconds, the player can select a dropdown menu that allows them to select their Aura. The GamePad allows some Auras to use their abilities, such as Purple Aura's paintbrush or Blue Aura's telekinesis. The player is able to charge up an ability gauge throughout a level, allowing them to use an ability depending on which Aura they are after holding the ZL button. Aura starts out with "100%" health on every level. Enemies that attack her will usually deal 1-10% damage, meaning that she loses that amount of health. When an enemy is defeated, the enemy will not die, but will "surrender," meaning that it will hold up a white flag and will not attack Aura.

In some levels, there is a "Color Crystal" mechanic. This mechanic forces you to break the crystal in order to progress. After breaking the crystal, the player is forced to use a specific Aura through a short section. In Singular levels, these sections are sped up to increase the difficulty.

Each Aura has a set of physical and personality stats which are as follows.

Sweetness: Auras with a higher sweetness level have more defense and can dodge attacks more easily.
Sarcasm: Enemy speed and attack is sometimes determined by Aura's level of sarcasm.
Funniness: Auras that are more funny than others can defeat or stun enemies more easily.
Optimism: With more optimism, Aura will get hurt less and can occasionally find rare items.
Creativity: Creativity determines what an Aura sees. Some Auras can see things that others cannot depending on their level of creativity. There is also a high chance of avoiding attacks.
Care: High care counters sarcasm, slowing down enemies despite the sarcasm level. Lower care levels act with sarcasm.

Strength: Strength determines how quickly an Aura can defeat an enemy.
Speed: Speed is how fast an Aura can run and/or walk.
Jump: The higher the jump level, the higher Aura can jump.
Intelligence: Intelligence determines which objects that certain Auras can interact with regardless of whether it is high or low.
Stamina: Auras have more health with a higher stamina level.

In the V² port, as the Wii U GamePad's screen controls are not available, they are slightly altered. Instead of using the screen, the player has to press the V2Action Green button (substituting for the Y button) to activate an ability. This will add a small pointer to the screen controlled by the center scroll wheel. This pointer will be used for abilities. For example, the pointer will allow Purple Aura's paintbrush to paint by pressing and holding the V2Action Green button, and Blue Aura's telekinesis picks up any objects clicked by the pointer. In addition, pressing the button twice quickly will cause Purple Aura to shake her paintbrush for a short amount of time, and Blue Aura can now throw objects by using the punch command. All other buttons are at their respective locations on the Wii U GamePad.

Characters

Character Description
AuraSynesthesia
Aura
Aura is a human girl with the ability to concentrate her personality into several different forms with different powers and abilities, or "Auras."

Character Description Stats
AuraSportsResortAlt1
White Aura
White Aura is a rather nice Aura, and is somewhat balanced in other categories. She can summon a shield while immobile, and she is able to navigate easily on ice. Her ability is to fly loosely for a few seconds.
Personality
Sweetness
55/100

Sarcasm

45/100

Funniness

50/100

Optimism

55/100

Creativity

45/100

Care

50/100
Physical
Strength
45/100

Speed

50/100

Jump

55/100

Intelligence

45/100

Stamina

50/100
AuraSportsResortAlt2
Red Aura
Red Aura tries to be funny most of the time, and she thinks she is, but most disagree with that; her ability is to spin around, forming into a tornado, catching and throwing enemies about. She can also send electric waves.
Personality
Sweetness
45/100

Sarcasm

20/100

Funniness

20/100

Optimism

45/100

Creativity

30/100

Care

35/100
Physical
Strength
65/100

Speed

55/100

Jump

45/100

Intelligence

45/100

Stamina

55/100
AuraSportsResortAlt3
Orange Aura
Orange Aura generally doesn't care about anything. She is able to climb walls, jump off walls, and slam to the ground quickly. Her ability is to create a small star that enemies orbit around and, if close enough, can get pulled into.
Personality
Sweetness
35/100

Sarcasm

55/100

Funniness

40/100

Optimism

25/100

Creativity

25/100

Care

20/100
Physical
Strength
60/100

Speed

45/100

Jump

50/100

Intelligence

30/100

Stamina

55/100
AuraSportsResortAlt4
Yellow Aura
Yellow Aura is the most optimistic Aura. She is able to see hidden objects, and she can also get a high bounce when jumping on enemies. She can also occasionally heal herself. She can plant flowers on the ground which, when her ability is used, will turn into Venus Flytraps to eat or bite enemies.
Personality
Sweetness
65/100

Sarcasm

10/100

Funniness

20/100

Optimism

70/100

Creativity

40/100

Care

60/100
Physical
Strength
20/100

Speed

30/100

Jump

30/100

Intelligence

25/100

Stamina

40/100
AuraSportsResortAlt5
Green Aura
Green Aura is sarcastic most of the time, but she can be nice; however, she's not too creative. She is able to hit enemies around her with an object that resembles a hammer. She has the highest jump out of all the Auras, and she has the ability to set green flames to the ground.
Personality
Sweetness
25/100

Sarcasm

70/100

Funniness

30/100

Optimism

20/100

Creativity

10/100

Care

30/100
Physical
Strength
40/100

Speed

50/100

Jump

75/100

Intelligence

20/100

Stamina

55/100
AuraSportsResortAlt6
Cyan Aura
Cyan Aura is interested in music. She can summon drums that, when bounced on, send shockwaves, and she can run the fastest. She can also shoot tiny weapons from a trumpet that don't deal much damage. She has the ability to play a flute that can hypnotize enemies.
Personality
Sweetness
50/100

Sarcasm

20/100

Funniness

15/100

Optimism

45/100

Creativity

55/100

Care

50/100
Physical
Strength
20/100

Speed

70/100

Jump

35/100

Intelligence

50/100

Stamina

35/100
AuraSportsResortAlt7
Blue Aura
Blue Aura is the smartest Aura. She is able to build devices that can help her when she collects certain pieces to build it. She is also able to teleport. Her ability is to use telekinesis, allowing her to lift up any object.
Personality
Sweetness
20/100

Sarcasm

50/100

Funniness

20/100

Optimism

35/100

Creativity

40/100

Care

45/100
Physical
Strength
25/100

Speed

60/100

Jump

55/100

Intelligence

70/100

Stamina

40/100
AuraSportsResortAlt8
Purple Aura
Purple Aura is the most creative Aura, but she's also the weakest. She can use a paintbrush to create platforms, and she can also summon random creatures to help her. Her ability is to create a purple tank that shoots cookies.
Personality
Sweetness
55/100

Sarcasm

15/100

Funniness

50/100

Optimism

35/100

Creativity

70/100

Care

60/100
Physical
Strength
15/100

Speed

40/100

Jump

35/100

Intelligence

55/100

Stamina

35/100
AuraSportsResortAlt9
Pink Aura
Pink Aura is rather athletic. She has the highest strength out of all of the Auras, and she can summon a trampoline to perform higher jumps. Her ability is to summon a pink wave while she rides on a pink surfboard.
Personality
Sweetness
35/100

Sarcasm

60/100

Funniness

35/100

Optimism

55/100

Creativity

50/100

Care

35/100
Physical
Strength
70/100

Speed

55/100

Jump

30/100

Intelligence

20/100

Stamina

45/100
AuraSportsResortAlt10
Black Aura
Black Aura prefers to be alone, and she is the most sadistic of the Auras. She can summon tiny bats or spiders to help her defeat enemies, and she can swim the fastest. Her ability is to repel objects and enemies.
Personality
Sweetness
20/100

Sarcasm

55/100

Funniness

55/100

Optimism

10/100

Creativity

30/100

Care

25/100
Physical
Strength
60/100

Speed

40/100

Jump

25/100

Intelligence

35/100

Stamina

40/100

Character Description Attacking Methods
Marbler The mini-boss of Firefly Town, Marbler is a humanoid with the ability to convert himself into marble.
First Stage
Marbler will fly up and turn into a group of small marbles. The player must punch all of these to defeat him in the first stage in a time limit.
Second Stage
Marbler turns into three marble pillars and falls from above. As Orange Aura, the player will have to climb to the top of these pillars and slam to the ground after jumping to hit them into the ground.
Third Stage
Marbler will turn into a short semi-stage that the player must go through.
Final Stage
Marbler turns into a giant marble and rolls at Aura repeatedly. The player must get on top of the marble and roll it into the wall three times to break it.
Spade Heart Diamond Club Spade Heart Diamond Club is a magician with card-related attacks. He is the boss of Firefly Town.
First Stage
Spade Heart Diamond Club will pull out a group of 52 cards. He will scatter them around the stage, and the player must pick them up before they hit the ground. If they are unable to do this, the cards will fly at the player, damaging them. If they are able to, the cards will instead fly at Spade Heart Diamond Club.
Second Stage
Spade Heart Diamond Club shuffles the deck of cards. He then picks one card and throws it under one of three hats which move around. Picking the hat with the card under it attacks him, and if you pick the wrong hat, he will do the amount of damage on the card to the player. This happens five times.
Third Stage
Spade Heart Diamond Club will summon four blank cards. Each card will turn into a 10, counting down. If any of the cards reach Ace, they will explode. The player must defeat all of the cards to move on.
Final Stage
Spade Heart Diamond Club will take back the four cards, and he will send out one giant card. This card, resembling the King of Hearts, will pull out a sword to attack the player. It must be defeated using Cyan Aura's long-ranged trumpet attack.
Mr. One Mr. One is a mutant of some sort. He attacks with several "ones" and objects shaped like the number one. He is the mini-boss of Silver Village.
First Stage
Mr. One turns into a gigantic version of the number one. It floats up into the air and then stomps down. Enemies will also appear, coming one at a time. The player must use Blue Aura to throw Mr. One after filling up her gauge.
Second Stage
Mr. One summons an army of ones and bounces away. Aura must get on top of one of these ones to chase it. After bouncing on it, the next stage will activate.
Third Stage
Mr. One splits itself into giant versions of the letters O, N, and E. The O constantly explodes, the N tries to stomp on Aura, and the E has spikes on its arms and tries to pull Aura towards it. After the O explodes, it will unravel. Aura has to stand on the O until it reforms again to roll the other letters away.
Final Stage
Boomerangs in the shape of a one fly around the screen, hitting Aura if she touches them. Aura has to dodge these boomerangs to get to the top of a building. She then has to punch Mr. One once.
Discus Discus is a humanoid with powerful frisbees that he can use against Aura. He is the boss of Silver Village.
First Stage
Discus creates a shield of frisbees that spin and fly around the stage. Aura must break the shield by punching through it before punching him.
Second Stage
While Discus throws frisbees at Aura, one frisbee will drop to the ground. This frisbee becomes a geyser that Aura is able to carry. She can attack Discus by hitting him directly with the geyser or by rebounding frisbees.
Third Stage
Discus gains a cannon that he can shoot frisbees out of. Purple Aura must block the cannon by painting platforms over it. After doing this three times, the cannon will explode.
Final Stage
Discus throws various types of frisbees at Aura, including explosive frisbees, giant frisbees, speedy frisbees, homing frisbees, and bouncing frisbees. Aura must use these to her advantage, throwing back explosive frisbees in midair and directing the other types back at Discus.
Fridgeon Fridgeon is a large bird-monster that freezes anything it touches, meaning that it is the only boss in the game that cannot be attacked directly. It is the mini-boss of Balloon Suburbs.
First Stage
Fridgeon swoops down twice, icicles dropping off of it, before landing in the middle and creating a snowman. The snowman will then try to attack Aura. When the snowman is defeated, Fridgeon will repeat the process. If the Aura's Intelligence is above 40, Aura can throw the icicles back at Fridgeon.

Alternatively, Aura can throw the snowman's head at Fridgeon. It will be much faster in the second stage if this is performed.

Second Stage
Fridgeon will carry Aura to a frozen lake. It will then try to fly down into the ice at Aura before getting stuck. After it gets out of the ice, it will freeze it over again by breathing on it. Green Aura can use her hammer before Fridgeon lands in the ice to freeze it under the water.
Third Stage
A gigantic Fridgeon pops out of the ice, going to the back of stage and flapping its wings several times. This creates a heavy wind, knocking Aura back a bit. After it flaps its wings six times, it will charge up a powerful flap, then repeat the process. Aura can grab an umbrella to escape the wind and float away.
Final Stage
Aura, floating away on the umbrella, will be followed by Fridgeon. It will create a large snowflake below Aura that she will have to ride on. The snowflake will fall down, and Fridgeon will rush down after it. Aura must dodge its attacks while she is on the snowflake. When it gets to the ground, Fridgeon will hit a mountain and cause an avalanche which hits him.
Nico Nico is the founder of Pyrotech. He is one of the smartest people on Junkyard, as he is able to "update" reality. He is the boss of Balloon Suburbs.
First Stage
Nico codes a fire into existence. He copies and pastes the code at Aura's location, hurting her. Nico will then undo his actions and redo them repeatedly. Red Aura can send electric waves to turn the computer off.

Auras with an Intelligence over 50 can hack Nico's computer. This will skip the second stage, but will cause much Nico to increase his attack and speed in what would be the third and fourth stages.

Nico can delete White Aura's shield in this stage.

Second Stage
Nico will try to reboot the computer. He will quickly switch to a tablet. He will turn on Airplane Mode, causing the stage to become an airplane. He will go into the flight deck and fly the plane directly upwards, causing Aura to fall down to the bottom. Aura must jump back to the flight deck and punch Nico a few times. The plane will fall down, and Airplane Mode will turn off.
Third Stage
Nico's computer will prompt him for an update. He will click yes, and he will then open a search engine. He will set it to Private Browsing mode, rendering him and the stage completely invisible. Nico will invisibly attempt to attack Aura. The computer is still in the room. Aura can open the computer, taking her to a login screen. She can log in if she jumps up to the screen and stands in the middle of it. This will exit the Private Browsing mode.
Final Stage
The computer will finish its update to NicOS2, upgrading Nico into Nico 2.0. In this form, he is a muscular knight. He will try to attack Aura, but he will immediately glitch back into Nico 1.0. He will then turn to other methods by cropping his head onto the computer. He will go into a spider-like form, attacking Aura along with his body. Aura has to hit the body to weaken it and then throw it back at his head. While Nico is hurt, Aura can grab the computer to delete itself.
Laura Laura is a failed clone of Aura. She is unable to keep a solid form for a long amount of time, transforming into liquid, gas, and plasma to survive. Even when she transforms into those, she can't hold a physical form for long after, so she disappears from reality itself. In her physical form, she is rather similar to Aura, but she glitches, meaning her Auras' abilities and stats will become the opposite of what they usually are, such as her Green Aura being the most creative and the least sarcastic, etc. She is the mini-boss of Bell Meadows.
First Stage
Laura tries to stay in her solid form, but disappears often. She tries to punch Aura using her own different Auras. She can occasionally use different attacks such as her Green Aura's hammer. Aura simply has to punch Laura enough times to end the stage. Aura's punches can be blocked by Laura's Black and Purple forms by use of her Purple Aura's paintbrush or her altered Black Aura's high jump.
Second Stage
Laura begins rotating through her solid, liquid, gas, and plasma forms to keep a physical form for a longer amount of time. If Laura is punched in her liquid form, Laura's Auras will split into ten smaller, weaker separate beings. Aura can punch them again in solid form, and they will gather back as plasma.
Third Stage
Laura's forms become stronger and faster. Her plasma form grows much larger, and her gaseous form becomes toxic. Her solid form delivers many more punches. Her liquid form becomes a large water creature. Black Aura can swim through the water to punch her.
Final Stage
Laura tries to use all of her Auras' abilities at once, staying in her solid form and disappearing when her gauge is empty. Aura can fight the flowers that grew in her Yellow form's special ability to fill up her own gauge. Aura can use any of her abilities to defeat Laura.
Mr. Two Mr. Two is a mutant of the same type as Mr. One. Like Mr. One, he can use objects relating to the number two to attack. He can also split himself into two beings. He is the boss of Bell Meadows.
First Stage
Mr. Two fires helium balloons that explode on impact out of cannons aimed at Aura. They move generally quickly. Aura can direct the balloons back at Mr. Two. He will try to dodge them, but if there are too many aimed at him, he will be hurt.
Second Stage
Mr. Two will flip a coin to see which attack he should use. If the coin lands on heads, a giant head appears that attempts to eat Aura. She can knock out the head's teeth by punching repeatedly. If it lands on tails, he can summon a lion. If Aura has enough strength, she can swing the lion by the tail back at Mr. Two.
Third Stage
Two young twin girls will appear. The girls both have ponytails. When the girls hold hands, they are able to use their ponytails to fly as a helicopter together. Normally jumping on them would cause Aura to get hurt, but Yellow Aura can bounce off of them. They will then begin flying in the wrong direction, hitting Mr. Two. He will then send the twins away.
Final Stage
Mr. Two multiplies himself by two, one carrying out the first stage and the other performing the second. Both can be defeated in the same manner that he was before.
Retr-0 Retr-0 itself is just a pair of 8-bit eyes, but it transports Aura into several stages based on classic video games to challenge her, such as Pac-Man, Tetris, and Breakout. Retr-0 is the only boss that can only be defeated by punching. It is the mini-boss of Candle Nation.
First Stage
Retr-0 sends Aura into an arcade machine for Pac-Man. As Aura takes the place of Pac-Man, Retr-0 begins altering the stage. The ghosts will go after Aura. Retr-0 will be on the side of the stage, and Aura can exit the arcade machine if she goes through what would usually be the shortcut of the maze in order to punch Retr-0's eyes.
Second Stage
Aura is transported into Breakout. All of her Auras separate into several different forms, taking the places of the bricks. Retr-0's eyes become the ball, trying to hit Aura. All of the Auras are controlled at once, still having the ability to move together. If they move off-screen, Retr-0 will try to aim itself at them. If it is punched, it will be hurt.
Third Stage
Retr-0 takes Aura into Tetris, trying to smash blocks into her. If she avoids the blocks and climbs to the top, she can walk over to Retr-0, who is on the side of the screen, and punch it.

Aura can get also get points by changing her form to that of the blocks around her.

Final Stage
Retr-0 gets angry at Aura and sets up a stage similar to that of Donkey Kong. It will through barrels at her which she can either punch or jump over. If she punches them, the barrels will only be knocked back a bit. Only Green Aura can use the hammer "power-up" to smash the barrels. When she gets to the top, Retr-0 will have a shield to protect it from her attacks. This shield can be smashed by Pink Aura.
Singsong Singsong is a person highly skilled in music, and she is a maestro, instructing the Petrichoir. It is impossible to attack her unless you make her angry by ending her song. She and the Petrichoir are the boss of Candle Nation.
First Stage
Singsong instructs the Petrichoir until she is hit by Aura. She then activates a shield and keeps instructing the Petrichoir, beginning their first phase. When it is over, her shield will break and she will begin her second stage.
Second Stage
After Singsong's shield is broken, she will summon a new cloud with rain that can harm Aura. Singsong will pull out a screwdriver, repeatedly changing the gravity. The cloud's direction, however, will not change for a few seconds, and Aura can jump on the cloud while gravity changes to control it. If Aura hits Singsong with the rain, it will heal her, but activate the Petrichoir's second stage.
Third Stage
Singsong throws her conducting baton at Aura. It then comes back to her, and she throws it again, but it splits into two. After this, she will repeatedly pull them back and cause them to split into one more baton until they split into eight. Aura can punch a baton before Singsong pulls them back, causing her to conduct the Petrichoir which will then hurt Singsong. Singsong will take her baton back and conduct the Petrichoir once more.
Final Stage
Angered at the Petrichoir's defeat, Singsong will pick up the rainbow cannon and blast rainbows at Aura while flying through the air. After shooting it five times, Singsong will have to go down to the ground to recharge it. Every time she does this, she will use a screwdriver to shift Aura's gravity as in her second stage. While she is recharging, Aura can punch Singsong, but she will become faster every time you do this. Eventually, she will become too fast, and the rainbow cannon will backfire. She will then run away, but will summon a rain cloud, restoring the Petrichoir.
The Petrichoir The Petrichoir is a choir instructed by Singsong. Their songs create rain and water, and they lower Aura's optimism stat to 0. Along with Singsong, they are the boss of Candle Nation.
First Stage
Singsong instructs the Petrichoir to sing a song. A storm cloud appears above them. Lightning will try to strike Aura, but she can dodge it. White Aura can use her shield to reflect the lightning at Singsong's, destroying both of their shields as well as the cloud temporarily.
Second Stage
The Petrichoir sings a new song, causing the room to flood. The force of the water will knock Aura out of the room, and she will need to swim back, avoiding obstacles along the way. The Petrichoir will then form the water into a tornado, and it will go after Aura. However, Aura can lead the tornado over to Singsong, catching her in it. The Petrichoir will then stop to protect Singsong, beginning her third stage.
Third Stage
The Petrichoir becomes enraged. Their song causes a light to appear, which then creates a rainbow. The rainbow shifts into a circular shape, and Aura's gravity will adjust around the rainbow. The background will change into a space theme, and meteors will crash down that can cause small explosions and hurt Aura. If Aura uses the Dash Quake when a meteor is colliding with the rainbow, the meteors will rebound. After doing this five times, the background will revert to normal and hit the Petrichoir, defeating them. The rainbow will then compress into a small cannon shape.
Final Stage
The Petrichoir, revived by the rain cloud, will cause gigantic rain drops to fall from the sky slowly. These raindrops will hurt Aura upon impact if she is too close to them. Aura can pick up the rainbow cannon to blast the rest of the Petrichoir out of the way by interacting with it. Once she is done, the Petrichoir will stand back up and summon one final raindrop larger than the others that Aura will have to either dodge or punch at the right time.
Telltale Heart Telltale Heart is a man that has "lived" for over 500 years by replacing his body parts over time. He is almost a complete robot, with only his heart remaining from his original state. He is the mini-boss of Silk Underground.
First Stage
Telltale Heart's gears begin to turn slowly and his heart beats. His right arm pops off and gears roll out. The gears will then grow larger and Aura will have to dodge them as they roll towards her. When the gears stop rolling, they will return to their normal size and Aura can roll them back into Telltale Heart's arm by moving into them. He will then pick it up and the fight will move on. However, Telltale Heart will send two gears flying out, and they will attach to Aura's feet, causing her to roll for the rest of the battle.
Second Stage
Telltale Heart's heart will beat louder. He pulls out his eye and throws it at Aura. It doesn't do much harm at first, but it inflates and then begins to deflate, homing in on Aura and damaging her upon impact. Once it has fully deflated, Telltale Heart will pull out his other eye, inflate it, and use it as a balloon to fly away. The first eye will then inflate once more, and Aura can use it to follow him. In the air, Teltale Heart will pull out gears from his chest and throw them upwards. They will then fall down, and Aura will have to dodge them by moving around. Aura can also punc Telltale Heart if she gets close to him. If he is punched enough times, he will fall and move on.
Third Stage
Telltale Heart will lie on the ground with his gears. Once the gears and both of his eyes are inserted again, his third stage will begin. His heart will now beat louder than in the second stage. Telltale Heart will pull his head off of his body and leave it on the ground. The body will then run away as the head rapidly increases in size. The head will then try to chomp at Aura, and she can punch its teeth out, knocking it back a little. Once all of its teeth are knocked out, the head will break into several pieces. Blue Aura can reassemble these pieces into a rocket. When she is done, the body will return and the rocket will crash into it.
Final Stage
Telltale Heart will be completely broken, but touching any of the gears will cause it to reassemble completely. His heart now beats so loud that you can see it beating on his chest. Telltale Heart will now pull a switch, causing the room to separate into four floors, joined by pipes that connect them. Telltale Heart will send a sawblade that will follow Aura through the floors, but she can also travel through pipes to reach different floors. Telltale Heart himself will be on one of the floors, but the sawblade following Aura cannot go to his floor. Instead, when Aura gets to his floor, she must hide in doors when Telltale Heart can see her and can move towards him when he is not looking. Aura can punch Telltale Heart's heart, but he will then reset the rooms and pipes, and he will move to another floor. This repeats three times, and his heart will then fall out. Aura then has to put the heart back into his body and he will walk away, defeated.
Shhh Shhh is an entirely immobile being. However, rather than physically attacking, Shhh attacks mentally; it is able to manipulate Aura's abilities and drive her completely mad. It is the boss of Silk Underground.
First Stage
Shhh creates a pillow that causes Aura to fall asleep. Her dream is then projected above her. In the dream, all of her Auras besides her normal form are split into ten different entities in a line, each controlled at the same time. Enemies will try to attack Aura in the dream. However, when an Aura punches or attacks, they hurt the Aura in front of them. Switching to an Aura in the real world causes a single Aura to be controlled, and each Aura has to stand in a color-coded box to end the dream. This remains the same in the Singular version of the level although the real life Aura doesn't switch.
Second Stage
Shhh will fly up and summon some of Aura's memories with figures of people that Aura cares about. The figures will attack Aura, but every time Aura attacks them, they only grow stronger and Aura grows weaker. However, if Orange Aura fills up her gauge by fighting them, she can use her special ability to create a star that pulls the figures in. Shhh will almost be pulled in, but will escape just in time and nod before coming back down to the ground.
Third Stage
Quiet music begins to play on a radio. Shhh then becomes a large being in the background and tries to use his hands to smash Aura. After about ten seconds of this, the word "FEAR" will appear at the top of the room. Aura will suddenly be transported into a graveyard with the names of her friends and family on the graves. Shhh will continue to attack Aura, but she can escape using her Miss Muffet ability to drill into the graves by bouncing off of Shhh's arms. Nothing will be buried in the graves, and the room will return to normal.
Final Stage
Shhh grows smaller and weaker, but then enters Aura's mind, dealing damage to her over time and slowing her down. Aura will also hold her head. However, she can move forward to a mirror. When she punches the mirror enough times, it will shatter, and Shhh will leave Aura's mind and disappear.
Weatherman Weatherman is a humanoid with a device known as the "Climate Controller." The device allows him to control the weather of wherever he is. As such, he attacks Aura with storm-based attacks. He is the mini-boss of Muffin Factory.
First Stage
Weatherman uses his Climate Controller to create a blizzard. Aura's quickly buried beneath all of the snow; however, the temperature isn't altered and she has to get out of it through an icy maze-like path with enemies in it. Weatherman will be at the top, and Aura has to punch the Climate Controller which will then malfunction and cause all of the snow to melt.
Second Stage
Weatherman quickly fixes the Climate Controller as they fall back down to the ground. It's now incredibly hot and humid with fire burning all around. This causes Aura to move slower, and Weatherman will create orange clouds that spit balls of fire out at her. Aura can either attack Weatherman (although not harming him) to fill up her gauge or summon spiders and bats as Black Aura which will uniquely turn against her and fight her (although not hurting Aura) for this stage to fill it up. Either way, Black Aura's ability to repel projectiles will send the fireballs back up at the clouds, which will then become one large fireball and hit Weatherman.
Third Stage
The weather is adjusted by Weatherman and a gigantic flower pops out of the ground. The flower has three attacks, including spitting small but fast seeds at Aura, moving its stem back and forth to hurt her, and punching using its leaves. After every attack, large bees will come along to pollinate the flower. Aura can step up on the flower's leaves and punch one of the bees, causing it to fall on the ground. Aura can then mount the bee to sting Weatherman.
Final Stage
The Climate Controller explodes and the seasons begin to quickly rotate. In the summer, waves will hit the stage that bring sharks, crabs, and surfers. In the autumn, leaves will cover portions of the screen and wind will knock Aura back. In the winter, the ground is slippery, attacking penguins will appear, and Weatherman can throw snowballs at Aura. In the spring, flowers that act like Yellow Aura's will grow, but attack Aura instead unless she goes into her Yellow form. Throughout these seasons, Weatherman will ride a robotic thundercloud that follows Aura and creates lightning. Aura can defeat the Weatherman in three different ways. In winter, Aura can defeat a penguin and ride it up the walls to reach the cloud and punch Weatherman. In summer, Aura can do something similar, but with a surfer instead of a penguin, and she must wait for a wave to go up instead of sliding up the walls. If Aura defeats a flower in the spring, she can carry it over to the autumn and use it to ride the wind to punch Weatherman. When one of these is completed, Weatherman's cloud will turn white and he will fly away with it, angered.
Fish? Fish? is a large shark-like mutant that lives underwater. It has wings, and it can morph into a school of fish, making it invincible for some time. It uses water-based attacks, and it can launch fish. It is the boss of Muffin Factory.
First Stage
Fish? repeatedly jumps out of the water, biting at Aura. Whenever Aura tries to attack it, it will morph, but the school of fish won't hurt Aura. After unsuccessfully attacking ten times, Fish? will retreat into the lake below, charging up a powerful blast of water. Fish? can also move the blast in Aura's direction. Once al the water has been drained, it will fall back down, but Fish? will be weak and will lie on the ground for a short amount of time. Any indirect attack, including the Dash Quake, will trigger its next stage.
Second Stage
Buckets appear all around the screen. Fish? will go into his school of fish form and the fish will all hide in different buckets. One bucket will shake at a time and then launch a large line of fish across to the bucket on the opposite side. Any line of fish that hits Aura will harm her. For a few seconds after each bucket launches fish, the bucket will be pulled to the ground, but will then go back into its place. To trigger Fish?'s next stage, Aura will have to interact with a bucket to carry it and then catch five lines of fish in the bucket. Aura's bucket will then shake and launch all of the fish at the ceiling, knocking the remaining fish back into the water.
Third Stage
Fish? goes back into its shark form and chomps at the bridge that Aura stands on, causing her to fall into the water. Aura will have to swim downwards as fish try to attack her. At the bottom of the lake, there is a bubble that she can go into. When standing in the bubble, she can punch or attack fish to fill up her gauge, but the fish will try to knock her out of the bubble. When she finally fills up her gauge, Pink Aura can use her special ability which will stir up all of the fish in the lake and send all of them back to the top with Aura. Fish?, as a shark, will then spit out the bridge although some of it is now broken.
Final Stage
Fish? will turn into a monstrous hammerhead shark, using its head to attempt to smash Aura, sending shockwaves that can hurt her if it is unsucessful. If Aura goes to the broken parts of the bridge, she will fall into the water. Fish? will try to slam into Aura, but if she gets out of the water in time, Fish? will fall into the water instead. Fish? will then surrender, going back into its fish school form and hiding in the bucket which Aura will then grab, ending the level.

Orange Aura can also slam to the ground and push its head down multiple times to finish the fight instead.

Toggle Toggle is a small disembodied hand that tries to change the environment. This is the only mini-boss that Aura has to fight throughout the entire level. It wants everything to go its way. It is the mini-boss of Triangle Land.
First Stage
Toggle falls down from above, nearly crushing Aura. Toggle then floats upwards, then comes down to the ground and pinches it. Toggle then pulls up, causing a dangerous spiky flower to grow. He will repeat this until the end of the first phase which will end once Aura reaches an area with no dirt and punches a confused Toggle a few times.
Second Stage
In the area without dirt, Toggle will levitate blocks from the ground to create a barrier around Aura. Toggle will then try to crash other blocks into the ground to hurt Aura, but she can move to avoid them by punching her barrier. However, Aura cannot jump, and she must instead try to knock the blocks that Toggle sends down back up at it to harm it ten times.
Third Stage
Toggle now attempts to tamper with the actual screen, pushing and pulling it in various directions while flicking at Aura every time he tries to cross to the other side of the screen to harm her. These flicks will cause enemies to spawn although only one enemy can be on the screen at a time for this boss. Once Aura builds up her gauge, she can use Yellow Aura's ability to force Venus Flytraps to bite at Togle whenever it enters the plants' side(s) of the screen, ending the third stage.
Final Stage
At the end of the level, Toggle constantly grabs and moves the goal away from Aura while repeating all three of his earlier phase attacks except without a barrier around Aura and not tampering with the screen. To get the goal from Toggle, the player can either use Cyan Aura's trumpet attack several times to hurt it or successfully perform the Barrel Roll attack aiming directly at Toggle itself three times in quick succession.
Diamondi Diamondi is Marbler's cousin. She is more precise and careful with everything, and she tries to hide from everyone. She is a humanoid made of diamond, and she attacks Aura with diamond-like methods as her cousin did with marble. She is the boss of Triangle Land.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Musicallie Musicallie is a human girl that can only move by dancing. As Aura is controlled differently throughout her whole level, her attacks may be harder to defend against. She also sings in a similar way to the Petrichoir. She is the mini-boss of Basket Mountain.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Splinter the Puppet Master Splinter is a wooden puppet with the ability to control herself. She can also control anything made of wood, including other puppets. She has a mind, and she is rather smart. She is the boss of Basket Mountain.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Shush Shush is an upgraded version of Shhh with more definite attacks. It has different attacks from its first form, and it is also extremely fast. It is the first mini-boss of Supernova Kingdom.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Friscus Friscus is an upgraded version of Discus. He is able to throw more frisbees, as well as a few variants of frisbee so as well. He is the second mini-boss of Supernova Kingdom.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Ace Ace is an upgraded version of Spade Heart Diamond Club. He has more attacks now, and he is able to use more cards, including the Joker, Queen, and Ace. He is the third mini-boss of Supernova Kingdom.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Checkmate Checkmate is a shapeshifting mutant in the form of a human child. For 200 years, it has been waiting to play chess with someone. It is the fourth mini-boss of Supernova Kingdom although it is the only optional mini-boss/boss in the entire game.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
Laura 2.0 Laura 2.0 is an upgraded form of Laura. Not much is changed except for the fact that she has different attacks. She is also able to keep a physical form for a longer period of time. She is the first boss of Supernova Kingdom.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
The Doorwoman The Doorwoman is the king's guard, and she will protect the king at any cost. She appears as a humanoid at first, but she is actually a large snake-like creature. She is the second boss of Supernova Kingdom.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Final Stage
TBA
King Pinn The final boss of the main game, King Pinn is both a gigantic mutated beast and the king of Junkyard. He has his poisition due to nobody being brave or strong enough to stand up to him until now. Unlike other bosses, he has twelve stages.
First Stage
TBA
Second Stage
TBA
Third Stage
TBA
Fourth Stage
TBA
Fifth Stage
TBA
Sixth Stage
TBA
Seventh Stage
TBA
Eighth Stage
TBA
Ninth Stage
TBA
Tenth Stage
TBA
Eleventh Stage
TBA
Final Stage
TBA

Character Description
Adeline Synesthesia Adeline is Aura's mother, a humanoid plant. She is brave, but she is lazy at some points. She is married to Atlas Synesthesia. She mainly serves as a background character.
Atlas Synesthesia Atlas is Aura's father. He resembles a dragon, but he is made entirely of water. Most in Firefly Town are afraid of him. However, he is rather nice. He is also smart. He mainly serves as a background character.
Violet "Sweep" Palate Violet, more commonly known as Sweep, is Aura's girlfriend. Sweep has her own "Auras" although they are not color-based and they are rather based on types of food. Sweep is very caring and energetic. She can give Aura a slight boost if she gets stuck.
Death IV Death IV is a friend of Aura as well as the fourth mortal embodiment of Death. Rather than taking souls as usual, he only exists to ensure that every mortal being, including himself, dies. He claims to be bad at being Death, acting optimistic most of the time. He can give Aura items throughout the game.
File File is one of Aura's friends. He acts strange and mysterious most of the time, and he likes to find and take things. File also possesses the ability to turn invisible while his eyes are closed, but he is highly sensitive to any sound. He really only cares about himself and Aura. He appears a few times throughout the game, serving no real purpose.
Alexa Alexa doesn't like Aura, but she doesn't like the King either. She has no abilities, so it is unclear why she was sent to Junkyard in the first place. She doesn't do much, and she only appears three times in the game. She does, however, end the level for Aura when talking to her.

Extraordinary Attacks

Extraordinary Attacks are special attacks unlocked throughout the game that involve multiple Auras. On the game's menu, the player has the option to set which Auras will be involved in the attack. If the player does not choose to do this, the attacks will automatically cycle through the next three Auras after the Aura that the player is currently using. Different Auras can be set for different attacks. These attacks can also be used in Singular levels, but they will only use the Aura required to beat that level.

Name Description Unlocked
Aura Combo By pressing the A button four times sequentially, Aura will punch four times, switching Auras with every punch. Every punch after the first allows Aura to deal extra damage. Each punch has more extra damage than the last. Chaotic Skylines
Dash Quake If Aura is running, you can press the Y button a second time which will give her a small speed boost and cause her to switch into another form. You can then press the X button to jump, allowing for a heavy stomp that can hurt nearby enemies. Ghost Town
Miss Muffet Punching with the A button or attacking using the B button twice switches Auras. After that, you can press the X button to jump, clinging to any nearby walls temporarily and switching Auras again. Pressing the X button once more causes her to switch Auras and to drill down into a single enemy below, dealing an excess amount of damage. Candy County
Barrel Roll To perform this attack, Aura will have to jump and land twice with the X button, then jump once more and punch in midair using and holding A. This will cause Aura to roll up into a ball, spinning in the area until the player lets go of the A button. While Aura spins, an arrow will spin around rapidly in front of her, pointing her in the direction that she will go towards. Once releasing A, Aura will fly in the arrow's direction to deal a heavy amount of damage to anything in front of her. If she does not hit anything after five seconds of letting go of the A button and she is above ground, she will fall to the ground and become dizzy temporarily; if she is not above ground, however, she will keep going until she is, but start losing a little bit of health. Hitting something and bouncing back into the air immediately and punching will trigger the attack again. Candle Nation

Worlds

The worlds are played out as 2D platforming sections with levels hidden in them as opposed to linear maps.

World Description
Firefly Town Firefly Town is the first world of the game. Aura and her adoptive family live in this town. It mainly resembles a basic junkyard.
Silver Village Silver Village is the second world of the game. It is a small village home to many creatures.
Balloon Suburbs Balloon Suburbs is the third world of the game. It is set up like a large neighborhood with many plants and flora.
Bell Meadows Bell Meadows is the fourth world of the game. It is a basic plain with many hills.
Candle Nation Candle Nation is the fifth world of the game. It looks like a city, complete with shops, buildings, banks, hospitals, and monuments.
Silk Underground Silk Underground is the sixth world of the game. It is simply an underground sewer.
Muffin Factory Muffin Factory is the seventh world of the game. It resembles a basic factory with several machines.
Triangle Land Triangle Land is the eighth world of the game. It is a small settlement with a few houses and hills.
Basket Mountain Basket Mountain is the ninth world of the game. It is a tall mountain with many trees and some snow near the top.
Supernova Kingdom Supernova Kingdom is the tenth and final normal world of the game. Most of it takes place inside and outside a large castle.
Unique World Unique World is the eleventh and only special world of the game. In design, the first half resembles an asteroid belt, and the second half seems to be a small rainbow planet.

Stages

There are four level types that apply to most levels.

  • Basic: A basic platforming level.
  • Singular: The basic level must be played again using a specific single Aura; some portions are slightly simplified or altered as most Basic levels need multiple Auras to be completed.
  • Challenge: A level with a different challenge depending on the level. This differs from the basic level.
  • Nightmare: A generally harder level than the basic level set in the same level. These can be played after beating the game for the first time.

Some levels cannot have a Singular mission as they are required to have multiple Auras and cannot be simplified. In this case, they will usually have two Basic missions or, occasionally, two Challenge missions.

Levels are found in the form of snowglobes hidden throughout the world's map. Completing one of the level types in a level grants Aura a glass shard, meaning there are 4 glass shards per level. Some levels require more than one new glass shard to allow Aura to progress.

Level Missions Type
Chaotic Skylines
A level involving hopping from building to building set on many skyscrapers in a small city.
Skyscraper Hop
Aura must jump onto several buildings, defeating enemies.
Basic
Red City
Aura must repeat Skyscraper Hop only using Red Aura.
Singular
Reverse Drop
The level is played from right to left, and you must jump on top of buildings rather than down onto them.
Challenge
Nighttime Bounce
A harder level combining the aspects of Skyscraper Hop and Reverse Drop.
Nightmare
Repeat House
A house with several twists, turns, and stairways. Some things can change, so stairs will lead to different rooms, and there is also an infinite stairway at one point.
Twisted Attack
Aura must navigate herself through the house to find the end.
Basic
Black Attack
Aura will have to stay as Black Aura to find the end.
Singular
Tilted Trouble
The house will constantly be tilting, providing a challenge for Aura. The goal is to get out of the house.
Challenge
Endless Walk
The house seems even bigger with more rooms and more twists. In addition, some rooms will constantly change.
Nightmare
Aquatic Forest
A jungle-type stage with a lot of rain. The rain fills the stage, so water constantly rises. If the water gets too high, you will lose.
Swim Story
Aura has to swim through the rainforest environment before it's too late.
Basic
Blue Water
A repeat of Swim Story, but Aura must only use Blue Aura to complete the level.
Singular
Vertical Sink
A vertical level rather than a horizontal level; instead of trying to complete the level before drowning, Aura has to avoid sinking below platforms.
Challenge
High Tide
A level with faster water and both horizontal and vertical sections.
Nightmare
Marble Ruins
A mountain with several pillars and buildings made of marble. These buildings and pillars will randomly fall throughout the level. This is the first boss (or mini-boss) level against the Marbler.
Marbler Attacks
A level involving running up the mountain and platforming on marble pillars. Near the end, Aura fights Marbler.
Basic
Orange Battle
Aura must be Orange Aura throughout the entire level, including the boss. Overall, it is identical to Marbler Attacks.
Singular
Sinking Treasure
The pillars and platforms will rapidly sink into the ground. There are also puzzles in this, making it harder.
Challenge
Ancient Vengeance
Marbler will attack Aura during the entire level. The pillars are also smaller for more precise platforming.
Nightmare
Hour Tower
A level resembling a tall clock tower with several gears. There are also clocks that Aura will need to use to rewind time.
Time Traveling
The goal for this level is to get to the top of the tower. Some objects will fall, meaning that Aura will need to rewind time.
Basic
Pink Point
Aura must be in her Pink form to get to the top.
Singular
Turn Back the Clock
This mission involves Aura simply standing on a clock and a few gears to constantly rewind time. Instead of reaching the goal, Aura must rotate the clock and gears to get the goal to fall to her.
Challenge
13:00
This level is simply harder than the original, with a few twists, and enemies will be needed to help through the level.
Nightmare
Power Garden
A garden-like maze with advanced technology and a large amount of electricity. This level involves a lot of turning, as this is a 2D platformer, and some paths will lead in the wrong direction.
Electric Turns
A small maze with multiple ways to finish the level. The goal is to get out of the maze.
Basic
Green Plants
Green Aura must be used to find the exit of the first level. Some paths are altered from the original mission unlike other Singular missions in the game.
Singular
Rush Path
Aura has to run through the level the entire time, as there is a 90-second time limit. The maze is entirely different and slightly bigger. Jumping is also disabled.
Challenge
Center Challenge
Instead of getting to the end, Aura must get to the center of the maze. The maze is also larger.
Nightmare
Diamond Hotel
A hotel with 99 floors. Aura must go up one floor at a time with a new challenge on each floor before progressing.
Elevator Chronicles
A basic mission with a few different enemies on each floor. Every enemy must be defeated to move on.
Basic
Yellow Progression
As Yellow Aura, Elevator Chronicles must be repeated.
Singular
Backwards Controls
Each floor is backwards, but Aura still moves left to right, and she can't turn around in this level. Each floor has harder enemies.
Challenge
The 100th Floor
There are now 100 floors, the 100th being a pool on the roof with every enemy in the level. Every floor has harder enemies as well.
Nightmare
Sun City
This level has two "suns," one for the day and one for the night. The day sun brings fire to the city, and the night sun brings ice. These suns switch out every ten seconds.
An Ice Day
Aura has to find ways to avoid the fire and can skate on ice. However, if she stays on the ice too long, she can be frozen. Fire can also give Aura slight boosts without damaging her sometimes.
Basic
Purple Flames
An Ice Day is repeated, but only Purple Aura may be used.
Singular
Icebreaker
Aura must avoid falling objects and fire while skating on ice. The ice breaks often, and there is fire below it. She always has to be skating, and she can only jump and change direction. The sun will not change here.
Challenge
A Stage of Ice and Fire
Aura must utilize the changing environments of the stage, such as boosting with fire and breaking ice precisely as the suns change.
Nightmare
Ghost Town
A small graveyard with several underground passageways. Enemies can appear and disappear, repeatedly walking along the same path.
Fright Frenzy
Aura has to find a hidden key to get out of the graveyard by traveling underground.
Basic
White Light
Aura must find the key again, using White Aura the whole time.
Singular
Invisible Streets
The ground and platforms will disappear and reappear every few seconds. However, when they are visible, Aura will be invisible instead.
Challenge
Night of the Dead Living
Aura will need to go through every underground passageway instead of just a few to find parts of the key spread around the level. They are also largely changed.
Nightmare
Magic Stadium
A level in a large stadium. The first boss, Spade Heart Diamond Club, is found in the backstage area. There are only two enemies before the boss fight, but there is "magic" falling above Aura that will harm her if it touches her.
Pick a Card
Magic constantly falls from above at several different speeds. Aura will have to fight Spade Heart Diamond Club near the end.
Basic
Cyan Trouble
This plays out almost exactly the same as Pick a Card, but with only Cyan Aura.
Singular
Dodge Brawl
While magic falls faster, Aura will have to defeat 150 enemies, including Spade Heart Diamond Card as the 150th.
Challenge
Spade Heart Diamond Club Returns
There are more enemies and the magic falls extremely fast. Spade Heart Diamond Card will be harder to defeat and will also have eight stages although they repeat after the fourth stage.
Nightmare

Level Missions Type
Prime Cardinal Station
A level in a railroad terminal with many different tracks. Some sections take place inside or on top of trains.
Railroad Run
In this mission, Aura must navigate through the building. There are maps in some locations.
Basic
White North
Aura has to be in her White form for the entirety of this mission, being a repeat of Railroad Run.
Singular
Train Trial
The goal of this mission is to get onto every train in the station within 200 seconds. Aura can also hold a map to help.
Challenge
Terminal Problem
The layout of the building is different and the trains also move and leave faster. There are also enemies on every train. If Aura gets on a train, she cannot get off of it until she defeats the enemies.
Nightmare
Eighthnote
A level taking place in some sort of a military base. Platforms appear and disappear according to the music. The platforms don't exist if they aren't visible.
Note: Although not very important, the music does not just consist of several singular keys repeatedly playing.
Tempo Tantrum
The tempo for this level slows down and speeds up sometimes (this can be changed by switches found throughout the level as well). Aura can use both of these features to her advantage.
Basic
A Song of Cyan
Tempo Tantrum is repeated using Cyan Aura exclusively.
Singular
Fortissimo
This challenge forces Aura to move. If she stops, Aura automatically loses. This also features a different song.
Challenge
Trouble Clef
A hard level with an increasingly faster tempo as Aura moves through the level. Some enemies that are needed for puzzles appear/disappear with the platforms.
Nightmare
Candy County
A level with candy-like designs and many enemies. Peppermints are occasionally shot by cannons. This level introduces Color Crystals.
Sweet Fleet
Peppermints that fall slowly come down from the top of the screen. There is a small section that takes place in a train. There is a Color Crystal in this level that forces you to be Red Aura.
Basic
Red Sugar Rush
Sweet Fleet has to be repeated as Red Aura. The Color Crystal section is sped up.
Singular
Peppermint Symphony
The peppermints fall faster and Aura has to jump on and off of them to progress.
Challenge
Candy Crash
Peppermints are harder to avoid and sometimes home in on Aura. They also explode when they hit the ground. This is also the beginning of enemies charging at Aura, a feature exclusive to some Nightmare levels.
Nightmare
Dream Park
The Dream Park is a level with many attractions. Aura can ride on or participate in the attractions, gaining tickets. These attractions have challenges.
The Ferris Wheel Frenzy
Aura must gain 100 tickets to go on the Ferris Wheel that is at the start. All attractions give Aura 20 tickets or less. Aura can only go on each attraction once.
Basic
A Festival of Black
The only difference from The Ferris Wheel Frenzy other than having to play as Black Aura is that the price to go on the Ferris Wheel has been changed to 200 tickets.
Singular
Major Prize
This level has Aura play through 50 separate minor attractions, but she only has 20 seconds to beat each one.
Challenge
Nightmare Mountain
Every attraction has been changed and the difficulty level has been increased. The goal is to get 400 tickets to get onto the roller coaster which also provides its own challenge.
Sketchbook Imaginitive
This level takes place on a sketchbook. The level is drawn by a pencil while moving, but an eraser erases it, so Aura has to move quickly. This is also home to Mr. One, the mini-boss of Silver Village. The level mechanics are not carried into the boss.
Drawn to Death
This level is rather basic with the ground being drawn by the pencil with increasing detail. Rather than just a linear path, there are occasionally shapes and other designs. Mr. One is the boss here.
Basic
Color Me Blue
This level is exactly the same as Drawn to Death, but Blue Aura is the only Aura that can be used.
Singular
Papercraft Problem
This level is entirely on a linear path. There are more elements added such as scissors that cut off sides of the paper temporarily, pens that draw impassible walls, highlighters that create obstacles that only certain Auras can pass through, and paint splotches that hurt Aura.
Challenge
Sketchbook Imagination
The drawing has more detail and moves faster. The level resembles a garden and has platforming sections as well. Mr. One is also sped up.
Nightmare
Rocky Road
Rocky Road is a stage that has Aura in the Iridescentmobile, a car, for the entirety of it. The car cannot stop, but it can enter different zones with different challenges depending on the Aura being used. The level is also primarily centered around ice cream.
Vanilla
A level with several challenges depending on your Aura. Most challenges involve platforming, speed, or puzzles.
Basic
Chocolate
This level is a race between Aura and a creature named Speed Demon. The car is controlled manually for this level, but Auras can still be changed to alter the path.
Challenge
Strawberry
For this level, the Iridescentmobile is now a helicopter, allowing it to also move vertically in any puzzles. It can also go back into car form at certain points.
Challenge
Neapolitan
This level is harder than Vanilla with the speed increased and more complex challenges to go through. Aura can also use some of her abilities while in the Iridescentmobile for this level.
Nightmare
The Puzzleboard
The Puzzleboard consists of landscapes of jigsaw puzzles. These puzzles can only be completed by getting all of the pieces on-screen. Pieces appear when you move near them, but they are hidden most of the time.
Puzzle Panic
Aura must get all of the puzzle pieces on the screen. No puzzles require specific Auras.
Basic
Pink Tiles
A simplified version of Puzzle Panic, Pink Aura must get past some of the jigsaw puzzles.
Singular
Finish It
This level features mostly completed puzzles with some pieces scattered around. Aura must retrieve the puzzle pieces and fit them into the puzzles.
Challenge
One Thousand
Rather than many jigsaw puzzles, this level consists of one 1,000-piece puzzle that must be completed. Aura also appears smaller.
Nightmare
Antigravity Casino
The Antigravity Casino is a large casino with antigravity, allowing things to walk up walls, ceilings, and other objects. There are occasionally instances of gravity failing, causing everything to float around temporarily. Gambling games can also be played.
Act Zero
Aura must navigate through the casino and may play certain gambling games, but she must make her way to a room that controls the gravity in order to stabilize it.
Basic
Green Gravity Control
Green Aura has to make her way into the gravity control room as Aura did the first time.
Singular
Electric Boogaloo
The casino is split into several pieces and the gravity has entirely failed. Aura needs to put the pieces of the casino back together.
Challenge
Under Pressure
The layout of the casino has been almost completely changed and the instances of gravity failing are shorter apart. The longer Aura stays in the casino, the shorter the time between instances get as well. The antigravity can also alter mass when restored.
Nightmare
Amber Embers
The Amber Embers reside inside of a gigantic toaster. There is lava and fire that will hurt Aura. Large toast will pop out of the lava sometimes, but at some points, the toaster's timer can be adjusted on the GamePad, slowing down or speeding up the time of the toast.
A Volcanic Breakfast
The toaster has several platforms inside of it, some of which are solid and some which allow liquid to pass through. Aura must solve puzzles involving the timer and make her way out of the toaster.
Basic
Orange Flames
Orange Aura must traverse the stage first played in A Volcanic Breakfast.
Singular
The Floor is Lava
The screen scrolls by itself, and Aura can't move left or right. She is still able to jump, so she must platform precisely and use different Auras.
Challnge
Toasted
This stage requires many more things to do, such as utilizing the toast to advance and fixing broken parts of the toaster. Smaller food items are also being toasted.
Nightmare
The Scraper of Skies
The Scraper of Skies is a very tall tree that Aura has to climb. There is a large amount of wind as she advances. Getting to the top begins the boss fight with Discus.
The Dying Leaves
Aura has to progress to the top of the tree. There are some indoor sections that allow Aura to escape from the wind.
Basic
A Violetwood Tree
Discus must be fought and the tree must be climbed using only Purple Aura this time.
Singular
Airborne
Use the GamePad to control the directions of the wind to get Aura to the top of the tree.
Challenge
The Windiest Day
The wind is stronger than before, even following into some indoor sections of the tree. The wind also affects the boss fight which now has eight stages instead of four although repeating after the fourth.
Nightmare

TBA

TBA

TBA

TBA

TBA

TBA

TBA

TBA

TBA

Items

Amplifiers are types of power-ups in this game. Each amplifier has a different ability depending on the Aura.

Neon Shade Tint 1%
White Aura N/A Randomly makes stats unbalanced. 10% is split unevenly among all stats to heighten them slightly. Increases sweetness to 99%, but lowers health to 1%. Both effects end when getting a healing item.
Red Aura Electric waves become more powerful and will damage any enemy. Increases strength largely. Increases optimism and niceness largely. Increases funniness to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Orange Aura Increases care largely. Increases both speed and strength by 15%. Allows you to go faster when climbing walls and after jumping, and also increases defense slightly. Increases care to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Yellow Aura Damages enemies when bouncing on them. She gets five small seeds that activate instantly without using her ability. Allows her to heal faster. Increases optimism to 99%, but lowers her health to 1% and disables her healing ability. All effects will end when getting a healing item.
Green Aura Decreases sarcasm highly, but lowers speed. Heightens her jump and lowers her jump's speed. Increases creativity. Increases jump to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Cyan Aura Grants her a jump and speed boost after bouncing on drums. Her trumpet fires faster, making it more powerful. Takes 20% from speed and spreads it around other stats. Increases speed to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Blue Aura Gives off a blue glow that will slightly damage enemies in its range. Increases intelligence. Allows her to hover in the air after teleportation for a short time. Increases intelligence to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Purple Aura Changes a random stat to a stat of another Aura. Platforms are more stable and will damage enemies that walk below them. More variations of creatures are able to be created. Increases creativity to 99%, but lowers health to 1%. Both effects will end when getting a healing item.
Pink Aura Increases jump. Trampolines are larger, allowing her to jump higher when bouncing on them for a larger amount of time. Increases speed. Increases strength to 99%, but lowers health to 1% and lowers speed heavily. All effects will end when getting a healing item.
Black Aura N/A Speed and swim speed is increased. Increases optimism. Balances all stats for a short amount of time.

Objects can heal Aura, hurt Aura, or help Aura in a level.

Name Description
Ghost Ghosts will protect Aura from any harm or danger temporarily.
Vase Vases will heal Aura for 10% of her health.
Gauntlet Gauntlets give an Aura a strength boost until she looses 10% of her health.
Paper Paper will be folded into a replica of the nearest enemy, gaining its abilities, but helping Aura.
Cupcake Cupcakes heal Aura for 20% of her health.
Rose Roses will either heal Aura or hurt Aura.
Watermelon Aura can roll on Watermelons. They will explode upon contact with any enemy, but they can hurt Aura slightly.
Flute Flutes make enemies float for some amount of time. When they fall, they will be damaged depending on how high in the air they are.
Candy Cane Candy Canes heal Aura for 50% of her health.
Sunset Sunsets disable any enemies from attacking Aura temporarily.
Box Boxes hold another item inside of them, but they can only be opened for a price. They are sometimes necessary to complete a level.
Screwdriver Screwdrivers change Aura's gravity.
Mousetrap Mousetraps will hurt Aura for 20% of her health. They will occasionally have an item on them that can be gained.
Canvas Canvases create a mini-Aura to help.
Glass Glasses hurt Aura slowly over time.
Guardian Guardians resemble other items, but they will take away 50% of Aura's health.
Golden Vase Golden Vases will heal Aura for 100% of her health.

AlphaBetas are special items that change an Aura's stats. Each AlphaBeta is based on a different Aura.

Name Description
White AlphaBeta Slightly balances an Aura's stats.
Red AlphaBeta Increases an Aura's "funniness" stat.
Orange AlphaBeta Increases an Aura's "care" stat.
Yellow AlphaBeta Increases an Aura's "optimism" stat.
Green AlphaBeta Increases an Aura's "jump" stat.
Cyan AlphaBeta Increases an Aura's "speed" stat.
Blue AlphaBeta Increases an Aura's "intelligence" stat.
Purple AlphaBeta Increases an Aura's "creativity" stat.
Pink AlphaBeta Increases an Aura's "strength" stat.
Black AlphaBeta Slightly unbalances an Aura's stats.

All helpful items will be lost after losing 10% of Aura's health.

Trivia

  • AlphaBetas were originally called Boosts.
  • Some elements and/or bosses seen in trailers were not included in the final game.
    • A boss with powers relating to the number three (dubbed "Mr. Three" by fans as there is a "Mr. One" and "Mr. Two" in the actual game) was featured in one trailer.
    • A boss resembling a fireman with a flamethrower was seen at one point. The level he was shown in is a replica of the PyroTech level, featuring a boss named Nico, in the final copy although it was less technology-based when seen in the trailer.
    • "Skeletons" (as dubbed by many) appeared as Objects. They functioned in a similar way to Ghosts albeit coexisting with them as seen in the same trailer. In the game, Ghosts were put in their locations.
    • In one of the earliest trailers for the game, the Objects were completely different, and almost none of them had unique abilities. These Objects included Violins, Lamps, and Pillows.

Also on Fandom

Random Wiki