水晶球 Crystal Ball

Controls & how to play · 操作與玩法(完整說明)

Score 分數 · 0 HP · 5/5 Lives 生命 · 5 Level 關卡 · 1 / 20

Game guide, controls & how to play · 遊戲說明、操作與玩法

▶ Play game · 開始遊戲

About the game · 遊戲簡介

Crystal Ball is a browser-based action game (HTML5 canvas). You control a small dragon on a solid ground floor under an open arena with only a ceiling above. Enemies are flying: they hover and weave in the air, and shoot at you. You fight back with seven “crystal ball” shots — each key is a different effect, with its own ammo that reloads slowly. Clear the stage for the next of 20 levels; enemy count, HP, and patterns change each stage.

  • Score: +200 per enemy KO, plus a level-clear bonus. HUD shows score, HP, lives, level, and ammo.
  • Skills: Jump on your own shots to ride them; combine slows, freeze, burn, poison, and heavy hits on flying targets.

Keyboard controls · 鍵盤操作

Focus the game canvas (click it) so keys register. Holding multiple shot keys only registers the first in this order: ZX → … → M.

  • — Move left / right.
  • Space or — Jump. Works on the ground, on a rising shot, or with feet on a shot’s top surface.
  • Enter — After Game Over, press Enter to retry the current level with 5 lives and full HP.

HUD (top of canvas): HP · current/max · Lives · Level · Shots line — each letter shows ammo; a dot · means that shot type is still on fire cooldown before you can shoot again.

Seven shots (each costs 1 ammo; ammo regenerates after a delay)

KeyEffect on enemiesArena (current)
ZIce — stops horizontal movement for a short time— (no mid-level tiles)
XFire — hit damage + burn (HP drains over time)
CWater stream — strong slow
VRoot — brief full stop (no movement)
BShrink — smaller hitbox for a few seconds
NPoison — slow HP drain over time
MHeavy — −3 enemy HP in one hit

Click the canvas or press any key once if there is no sound (browser autoplay).

How to play · 玩法詳解

  • Goal: Defeat every enemy on the stage. A short “level clear” overlay appears; after about one second the next level loads.
  • Levels: 20 stages, then loop to level 1. Each level changes enemy count, max HP, and speed using different patterns (swarms, tanks, rush waves, mixed squads, etc.).
  • Your HP & lives: You have an HP bar above the dragon and up to 5 lives. Damage: enemy bullet−1 HP, touching a flying enemy ≈ −2 HP. When HP reaches 0, you lose one life, respawn on the ground with full HP, and get longer invulnerability. Clearing a level does not refill HP or lives. Game Over → Enter resets to 5 lives and full HP for a retry of the current level. Reloading the page starts a fresh run from level 1.
  • Enemy combat: Enemies fly (hover with a gentle bob), have HP, and shoot toward you (faster on higher levels / tougher foes). Your shots cost 1 ammo, deal instant damage (usually 1; M = 3) and apply status effects. +200 per KO.
  • Ammo: Each of the seven keys has its own magazine and slow regeneration between shots — plan bursts and use the HUD.
  • Stage layout: Ground floor across the bottom, ceiling at the top, open space in between — no middle platforms. Fall far below the screen and you snap back onto the ground.
  • Your shots & ceiling: Shots float upward and bounce off walls; they pop at the top of the screen. You can stomp them or bump from below to clear them.
  • Riding shots: Land on top of a shot to ride it. Near the top of the screen you are pushed back down so the dragon stays visible.
  • Last enemy: When only one enemy remains, it moves faster (“angry”), including its shots.
  • Character & language: Above the canvas — pick crystal ball color and UI language (cosmetic only).

Quick tips · 小提示

  • Conserve ammo: regen is slow — open with control effects (Z C V) then burst damage (M) on big targets.
  • Enemy bullets are tinted like their shooter; dodge or use brief invulnerability after a hit to read patterns.
  • Pop your own shots with a stomp or bump from below if they block jumps; riding them saves time crossing gaps.
  • Level clear adds bonus score (scales with stage number).
  • Flying enemies don’t use the floor — aim shots at their height or use wide jumps and ridden shots to reposition.
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