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The Great Powerup Topic (List of powerups in-game and their effects: FAQ Powerup Effects)
Hello all and welcome to The Great Powerup Topic,
The goal of this topic is to list all the current and coming ideas about powerups in one, clear thread. This will make it easier for the programmers to see what players find interesting regarding powerups and saves you and me the hussle of commenting on all threads about powerups.
Not to add list:
I will try to keep this initial post up-to-date with ideas that will come. To do this, all powerups will have an according number, e.g. “3” and all variations of the basic powerup will have a subnumber, e.g. “3.3”. Please post according to this system, this will make it easier for me to update this topic. Green Entrants: Made it to the game, or a similar version! Red Entrants: Will never get into the game.
Additionally, every powerup needs to be classified as green, red or blue. Green, only affects the player picking up the item. Red, affects all players, except the player picking up the item. Blue, affects everyone. Purple (new idea), collectable powerups. The entire set must be collected by one or multiple players to get a superpowerup or event.
One game consist of a maximum of 7 points, one match of 70 points. Just to be clear.
1. Powerup Immunity (green) by konecHarry
1.1 The player will be immune to all red powerups during one game
1.2 The player will be immune to all powerups during one game
1.3 The player will be immune to all powerups for a certain duration
1.4 Powerup Immunity works as a shield that will block 1 or 2 powerups, for every Immunity you pick up, +1 will be added to your shield.
2. Old Snakey/Tron (green) by konecHarry and others, Already confirmed to be in future update?
2.1 The old 90 degree turn powerup from Achtung 1 in the green version ;)
3. Eraser (green and red) by floa
3.1 Instead of the Blue Eraser powerup. Green Eraser will erase your own line, Red Eraser all the other lines.
(blue) by konecHarry post #61
3.2 If there are only 2 player left, the screen will be erased, but all lines will be redrawn! Such that you kind of have a replay runnning in the background, while the last players are fighting. If the replayed lines hit something, they are not going to die, but they continue their drawing until complete.
4. Stealth by Brouns
4.1 You will be invisible to yourself and others for a short period of time, after this the traveled distance will be visible again.
4.2 You will be invisible to others, but not to yourself for a short period of time, after this the traveled distance will be visible again.
(green and red)
4.3 Green, see 4.1 or 4.2. Red, the others can't see themselves, only you are visible for a short period of time, after this the traveled distances will be visible again.
(green, red and blue)
4.4 Shadow Master by salietje post #81
Makes you/other/all a black line, you're not invisible, but it's hard to see yourself and others.
5. No Hole (green) by SUBxZERO
5.1 No holes in your line for a period of time.
5.2 Zebra: A lot of constant holes in your line, like a zebra, for a period of time. by me ;) post #10
(green and red) by Viigoo post #57
5.3 larger holes for a period of time
6. Drunk (red) by 2fast4u and konecHarry post #29
6.1 Makes it harder for players to steer precise, because the influence of left and right key will be increased every time you press the keys. e.g. If you press left you go more to the left than you normally would.
6.2 Makes it harder for players to steer precise and straight, because your line will randomly move a bit to the left and right. e.g. If you don't steer, your line will still move a bit to the left and right.
6.3 Time limitted powerup that makes enemies unable to move straight. There snakes will allways move in the direction they last hit. So in order to move straight they have to drive right and left and right... (alternating). As a side effect of all the steering, snakes may move a bit slower.
7. Fat (green) by 2fast4u
7.1 The green version of becoming FAT.
8. Increase powerup times (blue) by 2fast4u Already confirmed?
8.1 An increament of the duration of all powerups for one game.
8.2 Reset by Salietje post #85
Resets the PU duration to default. Can be also added as making 2x and 0.5x duration and red/green
9. Magnet (blue) by Brouns (and Geert?)
9.1 The magnet will pull players a little to the location of the picked up magnet for a certain duration.
9.2 The magnet will pull players a little to the location of the picked up magnet for the rest of the game.
10. Armageddon (blue) by BAM.Maikkon
10.1 A random area will be marked with a white circle or rectangle and every line in this area will be erased an every player in this area will die, when the timer ends. The timer will be shown clearly inside the circle or rectangle.
11. Random powerup (green, red, blue??) by bigboss12345, Already confirmed
11.1 The old Random powerup from Achtung 1, which will grant a random powerup ;)
11.2 Random powerup, also grants powerups not available. (Like deselected PU's or the premium achievements PU's)
12. Turn around (green) by me ;)
12.1 When picked up, the players head will be where its tail is, so the place where the line initiated. Sometimes there are multiple “tails”, in this case the newest tail will be chosen. This may be a very tactical item or your death.
13. Teleport (green) by jaap129 + post #15
13.1 Teleports the player to a random location and gives a big hole for 1 second.
13.2 Teleports the player to a location choosen with the mouse and gives a big hole for 1 second. Problem: How to implement this when multiple people play on one keyboard?
(green and red)
13.3 Green: Teleports the player to a random location and gives a big hole for 1 second. Red: Teleports other players to a random location and gives a big hole for 1 second.
14. Radius/Steering (green and red) by konecHarry post #2
14.1 Green: Reduces the turn radius of the player a bit. Red: Increases the turn radius of enemy players a bit.
15. Mines (not a real powerup, oops xd) by me ;) post #4
15.1 Red little flashing dots on the field that will instantly kill players in a very small radius when hit.
15.2 Red little flashing dots on the field that will instantly kill players in a small radius when hit and erasing the field within this small radius.
16. Screen flip (blue) by konecHarry post #5, 65
16.1 Horizontal flip. Flips the entire field around the horizontal axis, flipping players and powerups with it.
16.2 Vertical flip. Flips the entire field around the vertical axis, flipping players and powerups with it.
16.3 Puzzle flip. The field is divided in 9 invisible squares, when Puzzle flip is picked up, these 9 squares will be hussled, moving lines, powerups and players.
16.4 Horizontal player lines flip. Flips the entire field around the horizontal axis, flipping players
and powerups with it.
16.5 Horizontal powerups flip. Flips the entire field around the horizontal axis, flipping
players and powerups with it.
16.6 90Screen's by salietje post #64
When you take it the screen turns 90 degrees to the left. When you take it again and again and again you have the normal screen as in the beginning.
17. Letters: A, D and K (purple/green, collectable for one player) by me ;) post #6,8
17.1 The letters A, D and K will each spawn randomly and players are able to collect the letters during an entire match. If a player is capable of collecting all the three different letters, he will gain immense power for 4 seconds. The player will become Fat and gain Speed and is indestructible during these 4 seconds. Indestructible is not the same as a big hole, it means the line is drawn but the player can travel through all lines without dying.
17.2 The letters A, D and K will each spawn randomly and players are able to collect the letters during an entire match. If a player is capable of collecting all the three different letters, he will gain immense power depending on the last collected letter for X seconds. If the last letter collected is A: The player will become Fat, gain Speed and is Indestructible for 3-4 seconds, D: The player will become Triple Fat and is indestructible for 5 seconds, K: The player will become Double Fat, Big Hole and is able to eat away lines and powerups.
18. Letters: A c h t u n g d i e K u r v e (purple/blue, collectable for everyone) by konecHarry post #7
18.1 All players need to work together to collect these letters for a special event. The event is unknown at this moment, maybe some kind of special achtung game XD
19. Eater (green) by me ;) post #12,17
19.1 The player will be able to eat through lines for a period of time.
19.2 The player will be able to eat through lines while being a big hole for a period of time.
19.3 The player will be able to eat lines within a small radius around the head for a period of time.
20. Earthquake (blue) by salietje post #13
20.1 The powerup will let the screen shake, which will make it harder for people to focus. Including passing holes.
21. Chasm (blue) by me ;) post #14
21.1 A powerup that can only be spawned once every game and splits the screen in two halves, locking players in one of both halves and unable to get to the other halve except with big hole. The traversing wall powerup will only function in the halve where it is picked up.
22. Lagger (green) by salietje.uA post #22
22.1 Other players will see the player lagging/jumping. The player will see itself as normal.
23. Gap in Map (blue) by salietje.uA post #24
23.1 When picked up, a dark blue hole will appear on a random place in the map. When hit, this will result in instant death, even when in big hole.
24. Black Hole (blue) by me ;) post #25
24.1 A bit similar to the Magnet by Brouns, only a black hole always spawns in the middle of the map and sucks everything in it, even the lines that already exist. So players need to steer away from the middle or they will be sucked up. When the Black Hole finishes after a period of time, the result will be an almost clear map, and playerlines emerging from the middle, as they were running away from the Black Hole. (Already existing lines that now will move should be made grey and not hittable, because it would be to hard to evade all the lines going in the direction of the Black Hole.)
25. Brain Freeze (blue) by konecHarry post #26, 28 and 35 (by Mangolo)
25.1 When picked up, the screen will start to flash for 4 seconds with increasing frequency. After these four seconds the screen will be white and nothing is to be seen for about 2 seconds. Players need to memorize where to steer or die. After 2 seconds the normal playscreen will fade in slowly.
25.2 Screen starts blinking when picked up (black fade out and in over maybe 0.5 secs, 4, 5 or 6 blinks). Then all snakes that have been drawn vanish, for about 7 or 8 seconds. That means the screen will rest black, but only the snake tales become invisible the heads will be seen just as usual.
It will look like the whole screen is erased, and all snakes are flying. Though players can die, as the tales are there, but invisible.
25.3 The screen will becomes black for 1 sec, and fades back to normal after that.
26. Push (green) by me :) post #34
26.1 Enemy players can't get within a small radius of the players head for a short time. When they try to get inside this radius of the player, they will be pushed back, so the player doesn't need to be scared of enemies cutting him off etc.
27. Stuck (green and red) by me post #34
27.1 Green: When picked up, the player will stop moving for a short period of time (2 secs). A little arrow will indicate the direction in which the snake-head will continue moving, this direction can be changed while Stuck.
Red: when picked up, Enemy players will stop moving for a short period of time (2 secs). A little arrow will indicate the direction in which the snake-head will continue moving, this direction can be changed while Stuck.
28. Flashing (green) by Mangolo post #35
28.1 Your line will start flashing.
28.2 Enemy lines will start flashing
(blue) by stanjoh post #108
28.3 All lines will start flashing with a slow and steady frequency, switching between visible and invisible. When the lines are invisible, players are also able to pass the lines without dying.
29. Portals (blue) by me ;) post #37
29.1 Spawns two small circles at a random position on the map. Entering one circle will teleport you to the other one and vice versa. You appear at the other portal in the opposite angle in which you entered the first portal. Disappears after new Portals are picked up.
29.2 See 29.1, but then time-based. Disappears after 15 seconds. The outer circle of the area may indicate the time remaining.
30. Shrinking Tail (green) by floa post #51
30.1 The player's tail shrinks according to the speed he moves forward. So your line will always be a fixed length.
30.2 The player's tail shrinks at a fixed speed. So with slow your line will erase a bit and with speed it will grow a bit. [perfect for a gamemode?]
31. NewSplit (green) by Quixy post #58
31.1 Bigger hole after pickup and splits randomly in option 1, 2 or 3.
1. 2. 3.
32. Temporary Powerups (blue) by Salietje post #42
32.1 Take this powerup, and there will be 5 powerups spawned, but they stay for only 3 seconds in the field. Pick up, or they will disappear.
(blue, green and red)
32.2 Blue: Take this powerup, and there will be 5 powerups spawned, but they stay for only 3 seconds in the field. Pick up, or disappear. (=32.1)
Red: Take this powerup, and there will be 5 powerups spawned just for enemies , but they stay for only 3 seconds in the field. Pick up, or disappear.
Green: Take this powerup, and there will be 5 powerups spawned just for you, but they stay for only 3 seconds in the field. Pick up, or disappear.
33. Bumper (green) by benniegek post #47
33.1 Allows the player to bump into the wall and player lines, bouncing you back according to laws of reflection: Angle of incidence = Angle of refraction
36. Back in Time (blue) by Viigoo post #63
36.1 When picked up, you and all the players get back to the situation 5 or 10 seconds ago. (Only possible to coëxist with a replay system)
37. No-Draw Area (blue) by gandalfx post #67
37.1 An area where players never draw a curve, a bit smaller than the size of a regular curve. So there would be a small circle (or any other form) in the playing field where players can go through as often as they want. The area remains where it is picked up, until a new No-Draw is gathered. It then transfers to the new position.
37.2 See 37.1, but then time-based. The outer circle of the area may indicate the time remaining. Multiple instances are possible, in contrast to 37.1.
38. Item Remover (blue) by Shivers post #83
38.1 When picked up, all other items on the screen will disappear. Could be helpful when you see that an enemy is about to get a red fast or an invisible item.
39. Item Changer (blue) by Shivers post #83
39.1 When picked up, all other items on the screen will change to a different random item.
40. Purify! (green) by Brouns
40.1 Clears all the powerups that are currently on you
40.2 Clears all the active powerups of everybody
41. Hijack by Brouns
41.1 You temporarily, for a few seconds control both the snake of yourself and the snake of someone else. You can drive someone else into a wall but also risk killing yourself.
42. Death (blue) by HeadShoTTT post #84
42.1 Kills a random player, possibly including the player who picks it up. (Extreme low drop chance)
42.2 Kills a random player, possibly including the player who picks it up. The randomly killed player gets an extra point, other players don't get a point for his death.
43. 45 degree turns (green and red) by benniegek post #97
43.1 Green: Makes your turn 45° to left or right. Red: Makes the turn of your enemies 45° to left or right.
44. Move the holes (blue) by stanjoh post #107
44.1 Moves the gaps in lines to a different position on the line. Problems: Is it possible to code? What to do with the big hole pu?