By similarity of appearance, with some notes as to friendliness/enmity and movement; and Knytticidal effects as applicable.
1, 2, 5, 6, 7, 14, 22: bat-bird-insect-things. Only #1 (blue) & #7 (brownish-orange)
don't shoot. Both #2 (red w/ spikes) & #5 (green w/ spikes) fire small red-orange arrowhead/heart-shaped fire-pellet sorts of things; #6 (dark w/ spikes & red eyes) fires pale green crosshair shapes; #14 (pale green w/ 2 antennae) & #22 (pale aqua w/ 4 antennae) shoot streams of white sparks from each antenna. They're all safe to touch -- even the ones with spikes -- it's only the projectiles which can kill Juni.
3, 4: flies. They're helpfully labelled "FLY A" and "FLY B" in the editor, they both look like a tiny v on the ground until Juni approaches them, and they probably have different movement patterns, but
I can't seem to discern the difference.
8, 13, 23: fireflies. Can't pass through walls (e.g. layer 3), move in apparently random patterns. Neither #8 (pale grey to white) nor #13 (red to bright red-orange) seems to "sparkle" -- they're just spots that flit around and cycle from their dullest through brightest colours and back again -- while #23 (green) glitters like a sequin, periodically changing shape and colour to a larger, white diamond form reminiscent of both the deadly sparks fired by some enemies and the "sparkle" decoration, object 10 in bank 8.
9, 10: apiformes. Although #9 looks like a relatively harmless, placid-faced, brown-striped golden-yellow bee, whereas #10 is a bright red, angry-faced wasp, both shoot with equal vigor, randomness of frequency, and deadliness. Their projectiles are stinger-shaped and, in yet another example of Nifflas's awesome imagination and attention to detail, the same colour & pattern as the tail that fires them.
11, 12, 32: the inexorables. These three spiky monstrosities will pursue Juni
right through walls. The only defence against them is running away fast and/or using the hologram to leave a decoy. Both #11 (circular, dull aqua) and #12 (lozenge-shaped, dull aqua, the only one of the three that has two eyes instead of just one) have to "phase" through any walls between them and Juni, becoming semi-transparent and slowing down as they force their molecules (pixels?) between those of the obstacles; but #32 (square, dull red) just
ignores the walls as if they weren't even there. All three have long, white spikes. They pace back and forth around the hologram decoy, so don't stay (or move) too close to it or they'll get you anyway.
15, 16, 17, 24: helicopters. Only #15 (large red diamond with orange spikes & propeller) and #24 (large grey diamond with tan spikes & propeller) can hurt Juni; the two smaller helicopters, #16 (red ball with orange propeller) & #17 (orange diamond with orange propeller) are harmless. The red/orange 'copters all move in apparently random patterns. Grey #24, however, has a "patrol" mode and an "attack" mode: in patrol mode, it rises to the highest point it can reach, and moves in a semi-random back-and-forth pattern which eventually spans the width of the screen, assuming it encounters no obstacles. Once it comes within 1 square to the right or left of Juni (or the hologram decoy) -- regardless of vertical distance or obstacles in between -- it goes into attack mode, complete with adorable "angry" face, and flies diagonally down toward Juni. (
It has to fly down to attack. Positioning Juni at the same height as #24, or above it, will
not trigger attack mode.) If it can't kill her, either because of a wall (or, more likely, a floor/ceiling) in the way or because it's targeting the decoy, it will eventually go back into patrol mode. Often, when it's moved on from the decoy, it will stay at the same height as the decoy for at least long enough to patrol as far to the right or left as it can reach at that height, so beware of leaving a decoy in a low-ceilinged corridor you can't get Juni out of easily.
18, 19: zappers. Neither of these "fly" in the sense of moving around through the air; they stay where they're placed (in the level editor) and go through ramdomised, cyclical movements in place. The lack of any hover-type movement, such as even otherwise-stationary ghosts have, lends itself to the suggestion that they're mounted on the wall, facing the "fourth wall" (i.e. the player). In appearance, #18 is shaded gold, and features three elements -- an eye shape, a pair of round dots, and a large chevron; #19 is shaded red, and also features three elements -- a large bar, a smaller right triangle, and an L-shaped bracket with a single dot (the dot frequently moves back and forth in relation to the L in a way which suggests shooting). The animation cycle for the zappers alternates between a "scramble" pattern when the three elements seem to be whirling around faster than the eye can track, and then appearing relatively stationary, each element making small movements independently of the others; in the relatively-stationary phase, however, each zapper can appear in one of at least three different configurations of its three elements. Gold #18, for example, can appear with its chevron pointing up, down or to the right. Both can kill Juni, though in a unique way: if she gets within two tiles (and hasn't left a hologram decoy out of range) a sudden burst of electricity arcs lightning-like out from the zapper in all directions, frying Juni. The two-tile distance is apparently applied
as distance for diagonal proximity, as opposed to by tile count, so thank your maths teachers for making you memorise the Pythagorean theorem, as you now have a use for it in (sort of) real life.
20, 21: spiny suckers. Again these aren't flyers per se; they travel a rigid right to left, left to right, suctioning themselves by their tail ends to whatever wall they run into. (They don't need to be at a wall when you're placing them in the editor; they can go midway between two walls, or anywhere else. Note however that if they're not penned between two walls, they'll
fly offscreen and never return.) Aside from a subtle difference in the timing of how fast they move and/or how long they rest on the wall before launching back across the screen --
I tried to analyse their timing but failed -- the only differences between these suckers are that #20 is periwinkle blue with red spikes and begins facing right, while #21 is pink with gold spikes and begins facing left.
25-31 are all friendly, decorative birdies.
- #25 is the upright olive-green parrotish bird which flies straight up almost 5 tiles above its starting tile before fluttering straight back down again. It has very short wings and is the only crested birdy. It's also a lighter shade of olive that #27.
- #26 & #27 are green birdies with finch-like beaks that fly back and forth 22 tiles across (or even off) the screen, landing at either end of the trip. (You'll want to ensure their origination and destination tiles both have something for them to land on, as otherwise they'll "land" in midair. If they're placed so their destination is offscreen, only the takeoff point matters.) The peak height of their flight is one tile higher than their starting point. Left-facing #27 is more olive-hued, slenderer and slightly swifter-flying than the truer-green, more ungainly/cartoonish-looking #26.
- #28 & #29 are almost identical in shape (chickadee-like) but move very differently. All-tan #28 -- which if you look closely has no wings -- hops back and forth, its pauses and direction changes both apparently random; a wall obstacle will stop it, but a lack of ground to walk on won't, so it needs to be placed carefully. White with tan markings, #29 flies in a figure-eight-like pattern with its top section grossly distended to the left*.
- #30 I call "Humpty" -- a great big ocean-blue egg-shaped head with no body, just a huge beak, an eye on each side, and tiny feet. Humpty switches between facing right and facing left, bends its tiny knees, and opens its mighty beak to squawk silently at the world, but it never leaves the tile it's placed in.
#31 is technically (probably?) a bird also, but is different enough in appearance that it might be better not grouped with the more cartoonish, multi-coloured flyers of 25-30. A tiny, pale grey silhouette, #31 could as easily represent a near leaf or a very distant dragon as a moderately distant bird. (It's not that much of a stretch for it to be a lizard or a kangaroo at the horizon, either...) It will stay in the horizontal row it's placed in, but its direction (right or left) is randomly determined each time the page loads; and its vertical placement in the tile, its flight speed and its flapping speed (independent of how fast it moves across the screen) are all randomly determined each time it begins a new path across the screen.
*Its movement pattern is tricky to describe, but I could easily make a graphic representation in Photoshopped -- well, GIMPed -- screenshot form... if I'll be able to upload the image all right? I know many boards disable image upload or even linking for users by default, not sure how that works here...