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Sudden Death

Sudden death activates when matches run long, dramatically increasing intensity to force a conclusion.

Configuration Parameters

ParameterDescriptionEffect
enabledToggle sudden deathActivates time-based pressure
afterFramesTrigger delay from startTime before activation
gravityMultiplierGravity scalingDramatically increases pull
centerShiftRadiusGravity center orbitCreates moving gravity well
centerShiftPeriodFramesCenter orbit periodControls spiral speed
orbAttractionInter-orb gravityDraws orbs together
tangentImpulseMulBoundary kick multiplierIncreases bounce chaos
restitutionMulBounce energy multiplierMore energetic collisions

Current Configuration

Enabled:           Yes
Trigger: 600 frames (~5 seconds)
Gravity: 2x multiplier
Center Shift: 0.1 radius, 150-frame period
Orb Attraction: 0
Tangent Impulse: 5x multiplier
Restitution: 1.2x multiplier

Activation Timeline

Frame 0      Game starts

Frame 600 Sudden death begins (when 2 orbs remain)
│ ├── Gravity increases (2x)
│ ├── Boundary kicks amplified (5x)
│ ├── Bounce energy increased (1.2x)
│ └── Center starts spiraling


Game ends When 1 unique player remains
(splits allowed - tracks owners, not orb count)

Effects

Gravity multiplies over the transition period. The gravity center orbits, creating a whirlpool effect. Orbs are pulled toward each other, this forces confrontation between remaining orbs.

During sudden death:

  • Boundary bounces become more chaotic (5x tangent impulse)
  • Collisions are more energetic (1.2x restitution)
  • Gravity center spirals, creating a whirlpool
  • Orb splits are allowed (game tracks unique players, not orb count)

Gameplay Impact

PhaseGameplay
NormalTactical, spacing matters
Early SDCenter becomes dangerous
Mid SDHard to avoid center
Full SDChaotic, forced confrontation

Design Purpose

Sudden death serves multiple purposes:

  1. Time limit: Prevents infinite games
  2. Excitement: Dramatic finish
  3. Fairness: Forces resolution

Next Steps