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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
durationFramesTransition periodHow long intensification takes
gravityMultiplierGravity scalingDramatically increases pull
centerShiftRadiusGravity center orbitCreates moving gravity well
centerShiftPeriodFramesCenter orbit periodControls spiral speed
orbAttractionInter-orb gravityDraws orbs together

Current Configuration

Enabled:           Yes
Trigger: 600 frames (~5 seconds)
Duration: 360 frames (~3 seconds)
Gravity: 16x multiplier
Center Shift: 100px radius, 150-frame period
Orb Attraction: 0.5

Activation Timeline

Frame 0      Game starts

Frame 600 Sudden death begins
│ ├── Gravity starts increasing
│ ├── Center starts spiraling
│ └── Orb attraction activates

Frame 960 Full intensity reached
│ ├── Gravity at 16x
│ └── Maximum chaos


Game ends When 1 orb remains

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:

  • Arena may darken or change color
  • Gravity effects become visible
  • Particle effects intensify

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