There are two classes of item which you can insert into the world; the first is food. Eets is a creature ruled by gastronomics, and will gobble up any edible morsels placed in his path. Each type of food triggers a different mood, which has a domino effect on his behavior. For example, when he’s sad, he moves slowly and refuses to leap from the edge of a platform – which is handy to keep him from Geronimo-ing to his death. When angry, he charges forward and is not only willing to jump, he’ll vault himself much farther than he would if he was just in his default happy state.
The second, more interesting way to influence Eets is by placing user-triggered items around the landscape, all of which you set off using various face buttons. These include floating whales that suck Eets in and blowhole-launch him skyward, an orange, ghosty-looking Ginseng critter that can make Eets angry or set off explosive marshmallows blocking his path, and brown clouds that shoot tasty chocolate chips, just to name a few.
How this all fits together is the puzzle you need to solve each level. For example, you might use a whale to launch Eets over a Marshomech (a mech piloted by an evil marshmallow... duh). Then, when he lands, he gobbles down the scaredy-pellet you placed to make sure he doesn’t jump off the ledge to his doom. But then when he turns around and heads the other direction, you pound him with chocolate chips so he’ll get mad and leap far enough to land on another platform, where you’ve used a Ginseng to blow up the explosive marshmallows piled near a wall. This creates a hole in the platform, which Eets then drops through to grab his end-of-level golden puzzle piece.
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