Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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Crystal Ball Chaos

by MoltenMustafa - Compo Entry

I wanted to do something truly unique this time, and I think I pulled through. There is a readme included but it's not necessarily required -- the game is controlled using the mouse.

If you play this, you are rad. Thanks a ton. #LDJAM

Downloads and Links




Miziziziz says ...
Apr 20, 2015 @ 2:20am

took me a minute to figure out how the game worked (without read the readme) and it's pretty good; I like the mechanic a lot!
Does it get harder ever? I feel like this would be a lot funner if blocks started falling a lot faster as time passed.

MoltenMustafa says ...
Apr 20, 2015 @ 5:16am

hey miziziziz, thanks for playing the game! to answer your question it does get harder, it just takes a while. I tried to implement a "bezier curve" to the difficulty (so to speak) so it doesn't scale uniformly, but I think the algorithm could have used some tweaking because it takes far too long for things to pick up.

SelfTitled says ...
Apr 20, 2015 @ 12:30pm

I like it, I like the mechanic.
Diddn't know what to do at first but was simple to figure out.
Diffuculty ramp up is spot on for first play but its a little slow for subsequent plays.
Audio is pretty basic and its a shame theres no music a chip tune track would have went really well with the game.

Overall a solid game

ProjectX593 says ...
Apr 20, 2015 @ 3:13pm

Got to 874, really fun game, would be fun on mobile too! I felt like the difficulty ramped up just a bit too slowly, and the HP regeneration was a little too strong - I was able to mostly ignore the attacks as long as I kept breaking boxes.

Toward the end I ran into a bug where all the boxes started vanishing and reappearing, though it wasn't hard to play through it.

VDZ says ...
Apr 20, 2015 @ 7:26pm

Like others, I felt that it remains easy for too long, and without the difficulty the game gets repetitive and boring, leading to poor replay value that could probably be fixed by changing the difficulty scaling. Once it gets going it's pretty interesting, though, but not interesting enough to sit through the boring early game again.

Highest score: 321

MoltenMustafa says ...
Apr 21, 2015 @ 1:55am

ProjectX593: That was intended, it was inspired by how tetris's blocks start turning invisible at really high levels

albinobat says ...
Apr 22, 2015 @ 12:51pm

Make it get more difficult earlier and add an awesome soundtrack and you have the next big mobile game

TwiiK says ...
Apr 22, 2015 @ 1:04pm

Really cool. You were right, I didn't need the readme. :p It felt great to play and wasn't like anything I've tried before.

But the game was too easy for too long then the difficulty suddenly spiked.

Vaughn says ...
Apr 23, 2015 @ 7:01am

I really enjoyed the gameplay and mechanics (after I figured out how to hold to charge, hah). Had a lot of fun. I did a live playthrough of it here if you want to see: - I ended up getting a score of 279.

Victor RENE says ...
Apr 23, 2015 @ 12:16pm

You shouldn't ask to be rated in humor category. In any case, good job. Simple intuitive mechanics although, you should explain the scoring system. I don't know what the hell to do when the crosshair appears. Also the wall falling... strange stuff, don't know how I lose. And that you should put in readme.

Acrimiens says ...
Apr 23, 2015 @ 1:04pm

Very fun to play!

Apr 25, 2015 @ 9:39am

Took me a second to figure out how to play but once I had I thought it was a fun unique game. Like seeing different entries in Ludum Dare so enjoyed playing this. Could see this also working well on a mobile.

May 5, 2015 @ 9:20am

This was actually a load of fun! The difficulty curve was off a little bit, taking too long to get intense, and then the intensity ramped up too quickly for me to do much more than just fire randomly.

Another thing that could possibly be improved would be breaking the late game gameplay into regular sections, sections where loads of blocks spawn, and sections where loads of hazards spawn. Trying to balance breaking blocks with dodging hazards was good, but a lot of the time I found myself just relying on the healing of breaking blocks to get me through. Periods where few blocks spawn, but lots of hazards need to be dodged could add a new challenge to the game, as well as mix up the interest curve.

Overall, a great game for a 48 hour period, though! Good work on this one!

OadT says ...
May 10, 2015 @ 4:15pm

The controls are very fluid!

yuigoto says ...
May 11, 2015 @ 5:30pm

This is fun, really! Love the simplicity and the way you executed everything!

It does, indeed, take a little bit to get harder, but it's a really nice game to play (though I can't play much because I'm @ work right now :P).

Nice work! Cheers!

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