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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​