Crystal Ball Chaos by MoltenMustafa

[raw]
made by MoltenMustafa for LD32 (COMPO)
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

Ratings

Coolness 22% 2192
Overall 3.56 219
Fun 3.88 53
Graphics 3.00 579
Innovation 3.75 148
Theme 3.31 581

Feedback

Miziziziz
20. Apr 2015 路 02:15 UTC
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.
馃帳 MoltenMustafa
20. Apr 2015 路 05:11 UTC
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
20. Apr 2015 路 12:25 UTC
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
20. Apr 2015 路 15:08 UTC
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
20. Apr 2015 路 19:21 UTC
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
馃帳 MoltenMustafa
21. Apr 2015 路 01:50 UTC
ProjectX593: That was intended, it was inspired by how tetris's blocks start turning invisible at really high levels
albinobat
22. Apr 2015 路 12:46 UTC
Make it get more difficult earlier and add an awesome soundtrack and you have the next big mobile game
TwiiK
22. Apr 2015 路 12:59 UTC
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
23. Apr 2015 路 06:56 UTC
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: http://www.twitch.tv/drathy/c/6585847 - I ended up getting a score of 279.
Victor RENE
23. Apr 2015 路 12:11 UTC
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
23. Apr 2015 路 12:59 UTC
Very fun to play!
Franklin's Ghost
25. Apr 2015 路 09:34 UTC
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.
RockhopperGames
05. May 2015 路 09:15 UTC
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
10. May 2015 路 16:10 UTC
The controls are very fluid!
yuigoto
11. May 2015 路 17:25 UTC
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!