The Final Hours of Power of Two
Now we think we've achieved everything ever wanted from it with the main aim to ensure: We can create something valuable (playable) together! So it's the best time to release it and do the next step. Currently, the game has 5 tutorial levels and 10 main levels, and also a bunch of unlockable gameplay modifiers - enough to make one of your evenings funnier, we hope :) We've learned many things from it, and we will use these skills and knowledge for the greater good (for the next project, in particular). Thanks to everyone who participated in this development in any role: our dear playtesters, Early Access players, our families, close and beloved people. And thanks in advance to every player who will play Power of Two. Finally, to make this moment more festive - 50% release discount for everyone! Wo-hoo! See you later! Always yours, Power of Two team
[ 2021-03-05 17:12:25 CET ] [ Original post ]
Power of Two was conceived as a debut duet project: very simple, short, and fun.
As the first step on the long road.
Now we think we've achieved everything ever wanted from it with the main aim to ensure: We can create something valuable (playable) together! So it's the best time to release it and do the next step. Currently, the game has 5 tutorial levels and 10 main levels, and also a bunch of unlockable gameplay modifiers - enough to make one of your evenings funnier, we hope :) We've learned many things from it, and we will use these skills and knowledge for the greater good (for the next project, in particular). Thanks to everyone who participated in this development in any role: our dear playtesters, Early Access players, our families, close and beloved people. And thanks in advance to every player who will play Power of Two. Finally, to make this moment more festive - 50% release discount for everyone! Wo-hoo! See you later! Always yours, Power of Two team
Patch note 0.1.3
[ 2021-02-22 10:51:02 CET ] [ Original post ]
It's time to go further
This project was conceived as a small one. Let it remain so.
General
- "New Game+" after finishing all levels.
- Dash is reworked for better feeling and collision behavior.
- Player movement speed, acceleration, and deceleration are increased.
- Dead players now can move.
Bugs
- Fixed incorrect movement direction while moving with arrow keys.
Visual&Interface enhancements
- Trilinear sampling (everything is now a bit smoother).
Levels
- Added new and final Level 10.
- Existing level polishing - less backtracking and empty spaces.
- New clearer tutorial hints.
Next steps
- Preparing for a release.
- Fixing all critical bugs and problems.
Patch note 0.1.0
[ 2021-01-22 19:58:58 CET ] [ Original post ]
Remain consistent, become various
Hopefully, we've added a lot to your game experience.
General
- Singleplayer! Now you can play alone, and that experience differs a lot from Cooperative.
- New Rule System: unlock all kinds of game modifiers by completing levels and see how they can change your gameplay: from "Noir Mode" to "Shooter Mode." Please keep in mind that it is the first iteration of this feature, unfinished and raw. We need your feedback.
- Game mode switching: Zen Mode for calm and meditative gameplay, True Mode for fun and dynamic. Zen Mode is enabled by default.
Bugs
- Small bugs fixed here and there.
Visual&Interface enhancements
- New game menu one more (and not the last) time.
- New "Choose a Player"-screen.
Levels
- Narrative pieces deleted from all levels. They were superfluous. We will make something better.
- Existing level polishing.
Development
- Rule System is easily expandable.
Next steps
- Polish everything
- Polish one more time
- Polish until all feels good
Happy New Year!
Let us wish you all... All! Have a nice life, make decisions, find what you need and what you don't know you need.
We are currently working on a system that allows us to change gameplay in a clear, fun, and random way - so-called "Rule modifiers" which you can unlock by completing levels, and which after unlocking will influence your gameplay in an unexpected manner. Parallel to this, we are adding "narrative bits" - trash or fun moments just to make you smile or be surprised. Have you already met our first character? There are big tasks, not for 1-week development, but they are worth it. We are still here. We are working to make at least a good game. Happy New Year, Always yours, Power of Two team
[ 2020-12-31 12:37:13 CET ] [ Original post ]
First of all, New Year Wishes.
Let us wish you all... All! Have a nice life, make decisions, find what you need and what you don't know you need.
Second of all, about our current development status.
We are currently working on a system that allows us to change gameplay in a clear, fun, and random way - so-called "Rule modifiers" which you can unlock by completing levels, and which after unlocking will influence your gameplay in an unexpected manner. Parallel to this, we are adding "narrative bits" - trash or fun moments just to make you smile or be surprised. Have you already met our first character? There are big tasks, not for 1-week development, but they are worth it. We are still here. We are working to make at least a good game. Happy New Year, Always yours, Power of Two team
Patch note 0.0.3
[ 2020-12-25 19:43:47 CET ] [ Original post ]
That is fun is right
We've dramatically changed the pace of our game. And narrative as well.
General
- All enemies are now 4 (four!) times faster. That changes... Everything. For those of you who don't like such kind of challenge, we've added the button "Zen mode" in Main Menu.
- Narrative conception is undergoing a rebirth. It's quirky, but it feels fun, and we see potential in it.
- The whole game is back on English.
Bugs
- Dash is now working correctly with gamepad movement.
Visual enhancements
- New game menu!
- The very first in-game character...
Levels
- Little narrative moments here and there. Nothing serious, but we'll work in that direction.
- Existing levels adaptation for the new "hardcore" gameplay model.
Development
- New checkpoint system for easier gameplay manipulation.
Next steps
- Development of the narrative. We are going to make it fun, at least.
- Searching for new fun experiences within the existing structure.
- UI, bug fixing, etc.
Patch note 0.0.2
[ 2020-12-20 13:56:50 CET ] [ Original post ]
We're finally here with the very second patch. Eh, that doesn't sound...
Experimental gameplay-influencing narrative!
General
- New narrative feature: two narrators, one story, disputes, contradictions and redefinition of gameplay rules, and even more coming soon!
- Added "Reset saves" button in Main Menu. Now you can start the game from the beginning.
Bugs
- Enemy speed is no more influenced by FPS.
Visual enhancements
- New player sprite!
- New animations: player dash & enemy idle.
Levels
- Narrative through all existing levels (only on Russian for now, sorry).
- Existing levels polishing.
Development
- New checkpoint system for easier gameplay manipulation.
Next steps
- Localization system (English first).
- Death & Level completion screen.
- More levels or new cooperative mechanics... Again.
Patch note 0.0.1
[ 2020-12-11 19:14:03 CET ] [ Original post ]
We're finally here with the very first patch.
We've focused on gameplay-influencing bugs and flows, and this is what we've achieved.
General
- Added "Press any button to join"-phase on the first level after launch.
- Added two gamepads support.
- Added additional gamepad bindings: any button on the left side can be used to dash, any button on the right side can be used to push.
Bugs
- No more players flying through level geometry (walls, in particular).
- No more "frozen" enemies.
- No more "checkpoint lags", your progress saves immediately.
- No more not working gamepads on the first and the last levels.
Visual enhancements
- Play comfortably with your aspect ratio: two vertical black lines on the borders are removed.
- Active and inactive enemies are now easier to distinguish: inactive enemies are desaturated, while active ones are bright and gay.
Levels
- Start progression became smoother - we've added additional tutorial levels and remake some of the existing ones.
- More checkpoint throughout levels - less frustration.
Development
- New and faster level creating method using tilemaps.
Next steps
- Level completion timer and statistics.
- Death screen.
- New cooperative mechanics.
Early Access is now available!
That is clearly an important step, but still only one of many forthcoming. Many evenings will we spend fixing bugs and polishing existing content. But our next big step is to focus on gameplay diversity, starting from strengthening the cooperative experience. That is exactly where you can play the most important role, both with your feedback and ideas.
[ 2020-12-08 20:07:25 CET ] [ Original post ]
We are happy to announce that the game is now available for everyone! Grab your friend, play together, and tell us about your experience.
That is clearly an important step, but still only one of many forthcoming. Many evenings will we spend fixing bugs and polishing existing content. But our next big step is to focus on gameplay diversity, starting from strengthening the cooperative experience. That is exactly where you can play the most important role, both with your feedback and ideas.
- New level mechanics?
- Quirky enemy types?
- Mindblowing player abilities?
Power of Two
MrJackphil
MrJackphil
2021-03-05
Indie Singleplayer Multiplayer Coop EA
Game News Posts 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Positive
(27 reviews)
https://store.steampowered.com/app/1479990 
power-of-two linux32 [239.18 M]power-of-two linux64 [239.1 M]
Local 2 player co-op fast-paced action game about pushing, dashing and colliding.
But there is always something more...
But there is always something more...
Key features
- Intuitive gameplay. We are trying to make everything as clear as possible through visual and audial feedback, consistency of game elements, and tactility.
- Choose your tempo. No artificial challenges: play the way you want and can: kill or evade, be fast or slow, play risky or carefully.
- Tactile, fun, and a bit chaotic game mechanics. Push them, see them collide, and try not to get hit!
- "Sensual" cooperative. No need to plan, discuss, or argue. Just play together.
- Diversity of level layouts. We are trying to unleash the full potential of our limited spatial resources. How many types of corridors can you imagine?
- Questionable yet original narrative. Is there something beyond these simple shapes and colors?..
MINIMAL SETUP
- OS: glibc 2.15+. 32/64-bit
- Processor: Dual CoreMemory: 400 MB RAM
- Memory: 400 MB RAM
- Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 600 MB available space
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