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#4 - Powerup Player

  • Writer: Steve Kerber
    Steve Kerber
  • Sep 2, 2025
  • 2 min read
I knew that I wanted to differentiate from others in the genre, and my idea at first was lean into my strengths, the art.


So, I set out to put together a system for when the player collects a powerup- a bunch of stuff happens for them:
1. they get some kind of improved mechanic or stat upgrade
2. the in-game player art changes to reflect the item
3. the pause screen now displays some stuff about that item, 3 slots max (legs, body, head)
  • a "dress-up" image of the player with sprites layered on top, for each item they have collected
  • a description of the item and brief text about its effects
  • a repeat of the sprite for that item which was found in the world
  • display the stats of the player which are impacted by the item, if any
Like this:


All of this is similar to Binding of Isaac, I know, but my hope is that the items are bit more precious since you only get three.

It's so fun to come up with new ideas for powerups! Here's a glimpse of my bulletin board of ideas:


The actual mechanics however... I'm still working thru a lot of them.

For example, I have items that increase the player's speed or HP or amount of damage done- great, easy enough and fun. But this one from the image above, bean-filled toy - I wanted it to be like a grenade that explodes projectiles in all directions (like sad bombs from Isaac).. Not so easy to make that happen. Though eventually I got it to work, it took me like over a week.
My events here:


At any rate, I'm chugging along - still working towards the end goal. I've found that when I start to feel burnt out or less motivated, I can just make a new powerup - to keep me going and keep my morale up. Sometimes you need that.

Making a video game is a grind man, so you gotta find whatever magic you can along the way.

Here are some images what I have:




 
 
Prime Material Games
Chicago, IL
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