amusing
amusing, The Festival Mascot, is a boss in tibo.dog. In-game description: “The potato festival's fluffy pink mascot. He waves hello, throws hearts and stuffing, then leaps in for a hug that squeezes the starch out of you.”
Overview
amusing is the first boss of a run. It arrives at 2:00 on the wave schedule, a minute after the first elite. It is the weakest boss: 650 base HP, which is about 423 on Normal after the difficulty's ×0.65 boss HP multiplier, and 618 on Nightmare (×0.95) before curse. Nightmare starts every run with one curse, which adds 10% to boss HP, so on Nightmare amusing actually has about 679. A higher curse stat raises this further (Curse). It walks at speed 32, about half of Tibo's base move speed of 62, so Tibo can always walk away from it.
It is not in the post-20:00 boss rotation (After 20:00), and a Boss Lair never wakes it, because lairs pick from the second boss in the order onwards. In a normal run you meet it once, unless cursed extra bosses add copies.
On death it drops an XP gem worth 40 (times the biome's XP multiplier), a 25-gold coin and a chest (Chests). Killing it also reveals Alex, who joins in 25% of normal runs and always in Story.[1] amusing is also the scripted boss of Story mode, where it has extra HP, damage and speed.
Measured (headless tools/play.mjs, build main-B2gf34bA, seed wiki, standard mode, --god; the clock warped to 2 s before each minute and stepped across it; level-up offers taken first-in-order except Rotten Spud, so curse stays at the difficulty's start value): it spawned at exactly 2:00 on all four difficulties, with 325 HP on Easy, 422.5 on Normal, 455 on Hard and 679.25 on Nightmare. The Nightmare figure is 10% above base HP × the difficulty multiplier because Nightmare starts every run with one curse, and boss HP is multiplied by 1 + curse.[2][3] Seeds s1 to s4 gave the same Normal times and HP.
Fight
amusing walks straight at Tibo. Every 3.6 s it stops for its hug, and between hugs it cycles through three bullet patterns in a fixed order: fan, ring, spiral, then the fan again. A new pattern starts every 2.2 s at base. The bullet-pattern clock only runs while the boss is walking, so it pauses during the hug.[4] The first hug comes about 2.2 s after it spawns, and the first pattern about 1.1 s after.
Enemy bullets scale with run time (Enemy scaling): count +4% per minute, fire rate +3% and speed +1.5%. At 2:00 that only changes the ring, which grows from 12 to 13 shots, and shortens the pattern interval to about 2.1 s.[5]
Measured (headless tools/play.mjs, build main-B2gf34bA, seed wiki, standard mode, --god, Normal; the clock warped to just before 2:00; every other boss and every pest removed each tick, so the sim's hostile-shot counter only counts this boss): 5-shot fans 1.85 s and 2.22 s after it spawned, two 13-shot rings at 5.68 s and 6.23 s, then 12 two-shot spiral bursts from 7.67 s to 8.90 s (about 0.11 s apart), and the next fan at 11.40 s. Easy and Nightmare gave the same counts and timings, and so did seed s2.
Hug
When the hug starts, the game marks a circle of radius 40 where Tibo is standing. amusing stands still for 1.1 s, then leaps onto the marked spot over 0.55 s. The circle deals the boss's contact damage (24 base, scaled with run time) when amusing lands, 1.65 s after it was marked.[6] The circle does not follow Tibo.
Fan
Five shots spread over 1 radian (about 57°), aimed at Tibo, fired twice 0.4 s apart at speed 70, 6 damage each. The aim is fixed when the pattern starts, and the first shots leave 0.8 s later.[7]
Ring
Twelve shots (13 at 2:00) in a full circle at speed 55, 6 damage each, after a 0.9 s warning. A second ring follows 0.6 s later, rotated by half a gap so its shots fly between the first ring's.[8]
Spiral
Two opposite streams of shots at speed 65, 4 damage each. After 0.8 s of warning, the boss fires 12 pairs 0.12 s apart, and each pair is rotated about 0.3 radians (17°) from the last. That makes 24 shots sweeping a bit more than half a turn on each side.
Nightmare changes
On Nightmare the fan is unchanged. The ring shots slow to 30% speed by 0.35 s, hang there until 0.8 s, then speed up to 150% by 1.1 s. The spiral launches slower, at 45, and speeds up to ×1.7 by 0.8 s. The exact curves are in the Nightmare table on this page.
Tips
- To avoid the hug, keep moving: walking 46 units (the circle's radius plus Tibo's body) takes Tibo about 0.75 s, well inside the 1.65 s before it lands. Dashing is not needed.
- Patterns are aimed where Tibo stood when they started, so walking steadily sideways makes the fan miss. Avoid turning back into the fan's second burst.
- For the double ring, step through a gap in the first ring early. Standing still between the rings tends to put Tibo in the path of the second, offset ring.
- The spiral's shots are weak (4 damage), but there are 24 of them. The shots in each stream spread apart as they travel, so the gaps are widest far from amusing; backing off before the spiral starts makes it easier to slip through.
- On Nightmare the ring stalls near the boss before it speeds up. Leave the stall zone before the shots accelerate instead of trying to weave through them.
- With about 423 HP on Normal, amusing rarely needs a special build. Spending the fight dodging rather than chasing it is usually fine, because it keeps walking towards Tibo.
Main attack
| Parameter | Value |
|---|---|
kind |
hug |
radius |
40 |
leapTime |
0.55 |
Nightmare ground attack
Verified: Nightmare adds the heart ground layout; other difficulties keep the ordinary attack. Its anchor captures Tibo's position when placed, rather than following him. A heart of size 38 strikes after the 0.55-second leap plus the ordinary telegraph. It deals half the boss’s contact damage before mitigation. Distances above are raw values: multiply them by Nightmare's areaScale of 1.45, but not counts, angles, ratios or times. This does not enlarge every enemy attack.[9][10][11]
Bullet patterns
| Pattern | Count | Bursts | Bullet damage | Speed | Telegraph (s) | Extra |
|---|---|---|---|---|---|---|
fan |
5 | 2 | 6 | 70 | 0.8 | arc 1 |
ring |
12 | 2 | 6 | 55 | 0.9 | |
spiral |
2 | 12 | 4 | 65 | 0.8 | spin 2.6 |
Nightmare bullet patterns
Verified: on Nightmare these replace the ordinary patterns above; they use the same pattern interval. Other levels use the ordinary list.[12]
| Pattern | Count | Bursts | Bullet damage | Speed | Telegraph (s) | Extra |
|---|---|---|---|---|---|---|
fan |
5 | 2 | 6 | 70 | 0.8 | arc 1 |
ring |
12 | 2 | 6 | 55 | 0.9 | motion: {"speed":[{"at":0.35,"to":0.3},{"at":0.8,"to":0.3},{"at":1.1,"to":1.5}]} |
spiral |
2 | 12 | 4 | 45 | 0.8 | motion: {"speed":[{"at":0.8,"to":1.7}]}; spin 2.6 |
HP scaling
Boss HP is multiplied by a step factor depending on the run time (bosses.hpSteps), and by the difficulty's boss HP multiplier (see Modes).
| From minute | HP × | amusing HP (Normal) |
|---|---|---|
| 0 | 1 | 422.5 |
| 16 | 3 | 1267.5 |
| 18 | 4 | 1690 |
| 20 | 6 | 2535 |
The Normal column includes Normal's boss HP ×0.65, without curse. Other time scaling may also apply; see Enemy scaling.
Names in other languages
Verified: the game always shows this name in English, whatever the language.[13] The title is translated. See Languages.
Show names in 26 languages
| Language | Code | Name | Title |
|---|---|---|---|
| 简体中文 · Simplified Chinese | zh-CN |
amusing | 节日吉祥物 |
| 繁體中文 · Traditional Chinese (Taiwan) | zh-TW |
amusing | 節慶吉祥物 |
| 日本語 · Japanese | ja |
amusing | 祭りのマスコット |
| 한국어 · Korean | ko |
amusing | 축제 마스코트 |
| Español · Spanish | es |
amusing | La mascota del festival |
| हिन्दी · Hindi | hi |
amusing | मेले का मैस्कॉट |
| Deutsch · German | de |
amusing | Das Festmaskottchen |
| Français · French | fr |
amusing | La mascotte du festival |
| Português (Brasil) · Brazilian Portuguese | pt |
amusing | O mascote do festival |
| Türkçe · Turkish | tr |
amusing | Festival Maskotu |
| Bahasa Indonesia · Indonesian | id |
amusing | Sang Maskot Festival |
| Русский · Russian | ru |
amusing | Талисман фестиваля |
| Bahasa Melayu · Malay | ms |
amusing | Maskot Pesta |
| Filipino | fil |
amusing | Ang Mascot ng Pista |
| मराठी · Marathi | mr |
amusing | जत्रेचा मॅस्कॉट |
| Tiếng Việt · Vietnamese | vi |
amusing | Linh Vật Lễ Hội |
| తెలుగు · Telugu | te |
amusing | పండగ మస్కట్ |
| தமிழ் · Tamil | ta |
amusing | திருவிழா மாஸ்காட் |
| বাংলা · Bengali | bn |
amusing | উৎসবের ম্যাসকট |
| ไทย · Thai | th |
amusing | มาสคอตประจำเทศกาล |
| Hausa | ha |
amusing | ’Yar Tsanar Biki |
| Naijá · Nigerian Pidgin | pcm |
amusing | Di Festival Mascot |
| العربية · Arabic | ar |
amusing | تميمة المهرجان |
| فارسی · Persian | fa |
amusing | عروسک جشنواره |
| עברית · Hebrew | he |
amusing | קמע הפסטיבל |
| اردو · Urdu | ur |
amusing | میلے کا ماسکوٹ |
Data
Show raw game data
{
"id": "amusing",
"hp": 650,
"speed": 32,
"damage": 24,
"radius": 16,
"attack": {
"kind": "hug",
"radius": 40,
"leapTime": 0.55
},
"sharpAttack": {
"kind": "hug",
"radius": 40,
"leapTime": 0.55,
"layout": "heart"
},
"attackEvery": 3.6,
"telegraph": 1.1,
"patternEvery": 2.2,
"patterns": [
{
"kind": "fan",
"count": 5,
"arc": 1,
"speed": 70,
"radius": 3,
"damage": 6,
"bursts": 2,
"interval": 0.4,
"telegraph": 0.8
},
{
"kind": "ring",
"count": 12,
"speed": 55,
"radius": 3.5,
"damage": 6,
"bursts": 2,
"interval": 0.6,
"telegraph": 0.9
},
{
"kind": "spiral",
"count": 2,
"spin": 2.6,
"speed": 65,
"radius": 2.5,
"damage": 4,
"bursts": 12,
"interval": 0.12,
"telegraph": 0.8
}
],
"sharpPatterns": [
{
"kind": "fan",
"count": 5,
"arc": 1,
"speed": 70,
"radius": 3,
"damage": 6,
"bursts": 2,
"interval": 0.4,
"telegraph": 0.8
},
{
"kind": "ring",
"count": 12,
"speed": 55,
"radius": 3.5,
"damage": 6,
"bursts": 2,
"interval": 0.6,
"telegraph": 0.9,
"motion": {
"speed": [
{
"at": 0.35,
"to": 0.3
},
{
"at": 0.8,
"to": 0.3
},
{
"at": 1.1,
"to": 1.5
}
]
}
},
{
"kind": "spiral",
"count": 2,
"spin": 2.6,
"speed": 45,
"radius": 2.5,
"damage": 4,
"bursts": 12,
"interval": 0.12,
"telegraph": 0.8,
"motion": {
"speed": [
{
"at": 0.8,
"to": 1.7
}
]
}
}
],
"xp": 40
}
Sources
Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.
- Content registry exported by
boot-CPW8VVmR.js; boss definitions and order exported bysim-BkfBhQfw.js; lazy endgame definitions fromendgame-content-CyuS5vbP.jsandcatalog.generated-JnyrtBzy.js - English names and descriptions from
i18n-en-content--0ALgcKX.js - Game config
bosses.hpStepsandwin.finalBossfromsim-BkfBhQfw.js - Names in other languages from the 26
i18n-<code>-contentfiles ofmain-CSuyb4iv.js(data/i18n-names.json)
Code references
- sim-BkfBhQfw.js
n.def[t]===Ld&&tt(e.alex)===`pending` - sim-BkfBhQfw.js
startCurses:1,tierLag:2,wallPests:.6 - sim-BkfBhQfw.js
n.maxHp[r]=i.hp*t.hpMult*(1+e.loadout.stats.curse) - sim-BkfBhQfw.js
d===0?(sp(e,o,s,c,l,u),op(e,o,s,t)):d===1?cp(e,o,s,t):lp(e,o,s,t) - sim-BkfBhQfw.js
a.count[o]=Math.max(1,Math.round(t.count*d.bulletCount)) - sim-BkfBhQfw.js
bo(e,a,s,o.radius,n.telegraph+o.leapTime,r.damage[t]) - sim-BkfBhQfw.js
return k(e.player.y[e.me]-n,e.player.x[e.me]-t)}(e,l,u) - sim-BkfBhQfw.js
Z.angle=s+r%2*Math.PI/o+M*n/o - sim-BkfBhQfw.js
return e.level.sharpAttacks&&n!==void 0?n:t.attack - run-extras-l2haGSVw.js
kind:heart,side:38,harm:.5 - run-extras-l2haGSVw.js
j.cx=e.player.x[e.me],j.cy=e.player.y[e.me],j.scale=e.cfg.level.areaScale - sim-BkfBhQfw.js
return e.level.sharpPatterns&&n!==void 0?n:t.patterns - boot-CPW8VVmR.js
new Set([`content.boss.amusing.name`])