Spawner Mode
One ball becomes hundreds: balls multiply on impact until the screen fills with a colorful swarm.
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What Spawner Mode Does
Spawner mode is about multiplication. You start with a few balls, and events in the run add more, so a calm start builds into a screen full of colorful bouncing balls. It is the very satisfying "from one to hundreds" arc. Spawning triggers on events rather than a timer: Boundary Hit spawns when a ball strikes the wall, and Inertial Hit spawns based on impact force, so only hard collisions multiply.
Shaping the Growth Curve
Genesis Count is how many balls the run starts with, and Max Population is the ceiling, the ceiling matters more than it looks, because an uncapped curve fills the arena in seconds and leaves nothing to watch. Spawn Amount sets how many balls each trigger produces and is the biggest influence on pacing. Spawn Gap is a cooldown that stops one chaotic moment producing a hundred balls at once. Spread Angle controls whether new balls fan out or launch in a beam.
- Genesis Count: 1 to 100
- Max Population: 1 to 5000
- Spawn Amount per trigger: 1 to 50
- Spawn Gap: 10 to 5000 ms
- Spread Angle: 0 to 360 degrees
- Inherit Speed: 0 to 2
Spawn Gap is the fix for growth that explodes too early. Raise it before you lower Spawn Amount.
Splitting and Merging
Splitting breaks a ball into pieces instead of adding new ones alongside it, which reads as destruction rather than growth and suits an impact-driven clip. Merging runs the process backwards: balls that meet combine into a larger one. Auto-Remove gives each ball a lifespan so the swarm can sustain itself instead of hitting the ceiling and freezing into a static mass. Together, merging and auto-remove are what let a Spawner run loop indefinitely.
- Split Limit: 1 to 10 generations | Pieces per split: 2 to 8
- Shrink Amount: 0.1 to 0.95 | Split Speed: 0.5 to 5
- Merge Max Size: 50 to 500
- Auto-Remove Lifespan: 0.5 to 60 s
Keeping It Smooth
Spawner runs can reach very high ball counts, which is the most demanding thing you can ask of the engine. If the frame rate drops as the screen fills, lower Max Population or the Spawn Amount, and see the Troubleshooting guides for device tuning. Bright, varied ball colors make the multiplication read clearly on a small screen.
Lower the gravity while using a high spawn rate to get a weightless floating swarm instead of a pile at the bottom of the arena.
Spawning on the Beat
Beat Spawn ties spawning to the audio instead of to collisions, so the swarm visibly grows in time with the music. This is a different effect from Rhythmic mode: there, bounces play the song; here, the song drives the population. Set the sensitivity so it fires on the strong beats rather than constantly.
- Beat Spawn Sensitivity: 0.1 to 1.0
- Low sensitivity responds to almost everything; high responds only to strong beats
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