Ball Basher

Bash your balls around in this physics-based game built on open-source components.

Tilt your device to move the balls around the scoring field and hit targets to score points.

The link on Google Play.

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The Play Area

The play area consists of a series of boxes arranged in three sides of a rectangle, with a floor.

Each box randomly changes to one of the following effects:

  • Number (e.g. “3”): score multiplier.  There are also Negative Multipliers!  Positive multipliers have a contact limit; higher multipliers have a limit of 1.  Negative multipliers have no contact limit!
  • Clock icon: extra time.  Any ball can activate.
  • Empty: this is a hole your balls can escape through.
  • Ball icon generate a Random Ball, if below the limit (5).  Only Original Balls can activate.  Random balls have random physical properties, and can be Active (Blueish) or Passive (Yellowish).
  • Galaxy icon: generate change in gravity.  Any ball can activate.

The play area has gravity, toward the floor.  The direction of gravity is displayed by an inverted T-shaped graphic, at the top center.

In lower rounds, gravity is reset every 10 Rounds.

The forces are applied using your device’s accelerometer.  This force is displayed by an inverted T-shaped graphic, at the bottom-center.

The game mechanic is similar to the Marble-in-a-Maze game; a tilting motion, rather than shaking.

As the rounds increase, the force intensity is scaled up.  This resets every 10 Rounds.

Balls

There are two kinds of balls:

  • Original Ball:  these are red, green, and yellow.
  • Random Ball:  these are blue or yellow, generated when an Original Ball contacts a Random Ball target “?”.

A Random can only be spawned by an Original Ball.

When an Original leaves the Play Area, it will respawn, up to 5 times.

When a Random leaves the Play Area, it is gone, and another Random Ball can be spawned.

Up to 5 total may be in play simultaneously.

After Round 20, you receive an additional Maximum Balls.

Starting in 1.1

Random balls can now be Passive.

Passive do not receive forces supplied by you; they only receive impact forces of other game objects.

Passive Balls are yellow; Active Balls are blue.

Starting in 1.2

Random balls have been buffed slightly.

The Yellow was also buffed.

Start Bashing!

Your device’s Accelerometer provides the forces for Bashing!

You can apply some force (jiggle), besides merely tilting the device.  If you hold the device still long enough, everything will eventually come to rest on the Play Area floor.

The force applied to active game objects is proportional to what you apply to the device.  The same force is applied to all.  Each object’s physics will cause a different reaction to the force.

Obstacles

Obstacles are rectangular-shaped platforms that appear randomly.

Passive Obstacles have no physical properties, and are stationary.  These are green.

Active Obstacles do have physical properties, and will move when hit.  These range in color based on computation of their physical properties.

There is one special Obstacle: The Deactivator.  These are black.  Its special property is it converts negative multiplier targets to positive!  The additional bonus is the converted target retains its other properties, namely that it has no contact count limit.

Starting in 1.2

There are Spinner obstacles.  These appear Yellow.

Scoring

This is the geeky part.

Each ball scores according to its physical characteristic inertia.

These are the physical characteristics:

Original Balls have their own values that are the same every game.

Random Balls have different values every time.  These values are partially “encoded” by the color and transparency of the ball.

  • transparency:  lower density balls are more transparent.
  • color:  higher restitution balls are lighter shade of blue.

Simply speaking:

  • A heavy ball scores lots, but it’s hard to move.
  • A light ball scores little, but can hit lots of targets quickly.

Starting In 1.1

There is now an Impact Bonus, if the ball collides with “enough” force.

The Impact Bonus is computed from the multiplied score; it is proportional to the Impact force.

Impact Bonus applies to all multiplier targets, positive and negative!

The Impact Bonus score appears in green for positive, and black for negative.