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Crazy Ball!

rated 3.64 / 5 stars
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Credits & Info

Feb 28, 2006 | 12:29 PM EST
  • Daily 5th Place March 1, 2006

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Author Comments

Control your ball and last aslong as you can!

3 different modes:
Survival - Dodge the walls and platforms.
Defence - Stop the balls from reaching the bottom.
2 player - Play survival together, last one alive wins.



Rated 4 / 5 stars

Hey there, XwaynecoltX! Anyway, I found this to be a pretty good game. While it does suffer from a lack of vivid detail, it's still quite enjoyable. I think it's mostly because you don't focus too much on flashiness. Wait, isn't that the opposite of what I just said? I'm starting to repeat myself in my reviews.

It helps that this music is so awesome. I like how it's a game that just goes on forever, at least in survival mode. You manage to get a really high score in a short time. That's a sheer fire way to attract people to your work! The graphics themselves aren't bad.


Rated 3.5 / 5 stars

Fun little game

Fun little game you have here, you should add some little movie clips on winner and loser situations, it was a fun game none the less.

Fun addictive game here


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Rated 4 / 5 stars

Niceeee one,

Good game ya got, goot graphics and such, ya should make more! :D
I really liked the different modes, rly creative. keep it up!


Rated 3 / 5 stars

the game was fun...

... for a wile, but then it just seemed to repeat itself and the only differance between Level 1 and Level 5 is just the speed. also the controls for the keyboard wer kinda sloppy, for example when i go right and then take my finger off the keyboard, the mouse still moves a bitthus making it harder for me to keep control. the 2 player thing wasnt a bad idea thoug and the defance seemed kinda point less after level 2


Rated 2 / 5 stars

I didn't find it fun.


---- I strongly felt that the difficulty gradient was too shallow. As I so often find (with online games), 90% of the time was spent getting to a point where the game became interesting.

-- Interpolating one or 2 steps in the 'defence' mode would have been nice. (i.e. hitTest for 1 or 2 extra points between the previous frames _x/_ymouse and this frame's.) As it is, I often felt I should have picked up some balls.

--- In survival mode, the power-ups meant that sometimes death felt a bit unfair. Not entirely my fault.

++ Lots of modes

+ recognisable/sensible symbols used for power up/downs.

If it was the survival mode and it just got speedier at a faster rate, I would have preferred that a lot.

To be honest, I see no reason to raise the speed in 'steps'. Why not in a gradual shift?

As it is, maybe you could have considered the 'Game & Watch Gallery-style' difficulty curve - the speed raising quickly, then dropping to slightly above its original speed each time the level is increased.

It's basically just a seperation of the 2 elements seen in games such as Gavin Shapiro's 'Squares'. Fair enough, you've presented them in your own way. But I think a little more work was necessary to make this truly fun.