Power-Ups: How to Give Players a Moment That Feels Amazing
A pumpkin that slows time, a bomb for emergencies, a bell that speeds everything up. Here's how power-ups work in real Flikk games, and how to add one to yours.

In this article
- What is a power-up?
- Grab it on the way: Spooky Tower Drop
- Save it for an emergency: Bullet Vortex
- Use it when you want: Dungeon Hunter Idle
- Earn it by playing well: Cozy Cat Cafe
- Luck can be a power-up too: Monster Drop Arcade
- The four kinds of power-ups
- Rules for a good power-up
- How to add a power-up to your Flikk game
- FAQ
Every good game has that moment: you grab something shiny, and for a few seconds you feel unstoppable. That's a power-up. It's one of the easiest ways to make a game more exciting, because it breaks the routine just when the player needs it.
Here's what makes a good power-up, how real Flikk games use them, and how to add one to your own game with a single edit.
What is a power-up?
A power-up is something that makes the player stronger, faster or luckier for a short time. You've seen them everywhere: a mushroom that makes you bigger, a star that makes you invincible, a magnet that pulls in every coin.
A power-up has three parts:
- You see it coming. It glows, it sparkles, it's a different color.
- You get it. You grab it, earn it or charge it up.
- It changes the rules, briefly. Time slows, you hit harder, everything goes faster. Then it ends.
That last part matters most. A power-up that lasts forever isn't a power-up anymore. It's just the new normal.
Grab it on the way: Spooky Tower Drop
In Spooky Tower Drop by @brandon09, you fall down an endless tower, slipping through gaps between floors. On the way down, you'll spot a little pumpkin.

Grab it, and it bursts into sparks with a +50, and time slows down, so you can line up the next gaps with more precision.

That's the classic kind of power-up: it sits in your path, and you have to decide whether it's worth the risk to reach it.
Save it for an emergency: Bullet Vortex
Bullet Vortex is a bullet hell game we made on Flikk. Your ship flies over a desert road while the screen fills up with enemy bullets. In the corner sits a bomb button. Most of the time it's greyed out. When a bomb is ready, it lights up gold.

▶ Play Bullet Vortex in your browser
This kind of power-up gives the player a choice. Use the bomb now to get out of trouble, or save it for something worse. That choice is a big part of the fun.
Use it when you want: Dungeon Hunter Idle
In Dungeon Hunter Idle by @radiosmith, your hero fights on their own, floor by floor. But you get three skill buttons: Meteor, War Cry and Whirlwind.

The boss fight has a timer (Boss · 25s), so the skills matter most right there: the moment you choose to use them can decide whether the boss goes down in time.
Earn it by playing well: Cozy Cat Cafe
Some power-ups are a reward. In Cozy Cat Cafe, a game we made on Flikk, the game stops for a moment to show you something new:

"Four quick servings make all brewing instant for twelve seconds."
You don't find the Golden bell lying around. You earn it by serving fast. That turns a power-up into a goal: players speed up on purpose, just to trigger it.
Luck can be a power-up too: Monster Drop Arcade
Monster Drop Arcade, another game we made on Flikk, is all about one button: Tap to drop. Your ball bounces through pegs and spinning bars into slots at the bottom, and some slots pay more than others, like x2.

▶ Play Monster Drop Arcade in your browser
You can't control exactly where the ball lands. That's the point. Watching it bounce toward the x2 slot is a tiny moment of hope, every single drop.
The four kinds of power-ups
| Kind | How you get it | Example |
|---|---|---|
| Pick-up | Grab it in the level | Pumpkin in Spooky Tower Drop |
| Charge-up | It fills up over time, you choose when | Bomb in Bullet Vortex |
| Skill | A button you can press when it's ready | Meteor in Dungeon Hunter Idle |
| Reward | Earned by playing well | Golden bell in Cozy Cat Cafe |
Most games only need one. Pick the kind that fits how your game is played: pick-ups for games where you move, charge-ups for hectic games, skills for battles, rewards for games about speed or skill.
Rules for a good power-up
- Make it easy to spot. Glowing, a different color, a little bounce. If players miss it, it doesn't exist.
- Make the effect obvious. Players should feel the change right away: slower time, a bigger hit, a flash.
- Keep it short. A few seconds is enough. Then the normal game feels fresh again.
- Don't make it too common. If a power-up shows up every five seconds, it's not special.
- Give it a sound and a burst. A power-up is a perfect place for game feel.
How to add a power-up to your Flikk game
Open your game, go to Make Edits, and describe the power-up. Each edit costs 25 Tokens and takes about 5 minutes. Try one of these:
- A pick-up: "Sometimes a glowing star appears in the level. When the player grabs it, they're invincible for 5 seconds."
- A slow-motion power-up: "Add a rare clock pick-up that slows down time for 3 seconds."
- A charge-up: "Add a bomb button in the corner. It charges up over time and clears all enemies on screen when tapped."
- A reward: "When the player scores 5 times in a row, give them double points for 10 seconds and show 'Double points!'."
- A skill: "Add a special attack button that can be used once every 20 seconds."
Add one power-up, play your game, and check: do you get excited when it shows up? If yes, keep it. If not, make the effect bigger or rarer.
More from the game design series: progression, game feel, the difficulty curve and level design.
FAQ
What is a power-up in a game?
A power-up is an item or ability that makes the player stronger, faster or luckier for a short time, like slowing down time, becoming invincible or getting double points.
What are the types of power-ups?
The most common are pick-ups (grabbed in the level), charge-ups (fill up over time, used when you choose), skills (buttons with a cooldown) and rewards (earned by playing well).
How long should a power-up last?
Usually a few seconds. Long enough to feel the difference, short enough that the normal game still matters. If a power-up lasts too long, it becomes the new normal.
How often should power-ups appear?
Rarely enough to feel special. If players get one every few seconds, it stops being exciting. Start rare and make it more common only if the game feels too hard.
Can I add a power-up to my Flikk game without coding?
Yes. In Make Edits, describe the power-up, like "add a glowing star that makes the player invincible for 5 seconds", and Flikk updates your game in about 5 minutes.




