The sequel to Powerup Arena is finally here! And a platformer, this time! With a whole suite of new powerups, and a whole ton of new features, this game is going to change everything. I mean, everything related to this series. Is this a series yet? Oh well. It doesn't really matter. Enjoy the game! (Platformer code, yet again, from @262015, but modified. Thanks for that.) Press the green flag a bunch of times. Sometimes the game likes to stuff up. Oh yeah, the controls and stuff. Here you go. ✦ Like the game a heck of a lot? Why not propose it to be featured! Just head over to the 'Propose Projects to be Featured' studio and the rest will be apparent there. You don't have to, but if you do, let me know in the comments. ✦ Controls: Same as the last game. Blue uses WASD to move, F to shoot and E to use a powerup. Red uses the arrow keys to move, spacebar to shoot, and M to use a powerup. Weird Features that May Take Some Explaining: Cooldowns - Those little coloured boxes underneath the health? Those are the cooldown indicators. In order to stop bullet spamming, these have been implemented so that after too many bullets have been shot in too short of a time, it will take a little while before you can shoot again. The number of bullets you have left before the cooldown is shown in the brightness of the indicator. That number goes up by one every two seconds. Buffs - Those weird coloured circles with the odd runes in them? Those are buffs. Here's a little guide: Pink is a jump boost. It lets you jump higher for a short time. Purple is a speed boost. It lets you move faster for a short time. Teal is a bullet growth. It makes your bullets bigger for a short time. Spawn Points - Unlike Powerup Arena, in this game, there are different spawn points. Each new round, the players can spawn in five different locations. This makes the game different each round, and improves replayability. Powerups: Shock - Just like Powerup Arena, the Shock makes a shockwave around the player. Why not use this after backing the opponent in a corner? Spiral - This one shoots a whole bunch of bullets in a circle around the player. Why not use this whilst in the middle of the map? Brick - This makes a brick that bounces off the walls of the map and moves back and forth. Why not use this to trap the opponent in a particular area? Cannons - There are two types of cannons. The Front Cannon, and the Back Cannon. These make large blocks appear in front or behind the player respectively. Why not use these when chasing the opponent or being chased by them? Crush - This creates a crusher around the opponent. They can dodge it relatively easy, but it still is quite deadly. Why not use it when the opponent is waiting for you to move? Defence - This creates a shield around you that blocks the opponent's bullets. Why not use it when the opponent is shooting at you a lot? Swirl - This makes a projectile that moves in a large spiral around the player, shooting back to the player when it touches the edge a few times. Why not use it when the opponent is unprepared? Rapid - This makes your bullets rapid-fire. Incredibly deadly, but you become very slow. Why not use it to overwhelm your opponent? Ultra - This is a rare one, and a super-powerful one at that. This creates a bar around your player that is constantly growing and shrinking, that turns as your wheel turns. It constantly follows you around for a short time, and can be used to destroy your opponent entirely. Why not use it... well... when you actually get it? And I think that's about it. Oh, wait. Debugging: There are two keys that are able to be used if a player gets stuck in a wall. These are 1 and 2. 1 teleports the blue player to one of the spawning locations, and vice versa for 2. You can't spam them though, as they are only usable once every twenty seconds. Ok, now I'm done. Bye. P.S: If you actually read up to here, I envy your attention span. Yeesh.