How to play
pow2 is a fast physics arcade game built on powers of two.
- Numbered balls drop into an open-top pit.
- When two balls with the same number touch, they merge into one ball worth double: 2 + 2 → 4, 4 + 4 → 8, all the way up to 2048.
- Chain merges quickly to build a huge multiplier and post a big score.
Controls
Mouse
Touch
Keyboard
A ball falls automatically every two seconds, so keep the dropper moving. Can't wait? Drop early once a second has passed. The next three balls are shown stacked above the dropper so you can plan ahead. Sometimes a double drop (marked ×2) releases two balls at once.
Game modes
| Weekly Issue |
|
|---|---|
| Missions |
|
| Endless |
|
Don't stack to the top
In every mode, the run also ends if the pile stacks up past the dropper line for more than a moment. A red dashed line warns you when you're getting close.
Scoring
Merging
Two balls with the same number merge into one worth double. Every merge scores the new ball's value, times your multiplier. The bigger the ball you make, the more it's worth:
- start
- +4
- +8
- +16
- +32
- +64
- +128
- +256
- +512
- +1024
- +2048
Runs start with 2s. After that the dropper picks numbers that are already in the pit, so there's usually something to match. A ball that's On Fire doubles the score of every merge it's part of.
Multiplier
The multiplier sits at the bottom of the screen, next to two gauges:
- Multiplier gauge (orange): every merge adds points to it, more for bigger balls. Two 2s add 1, two 64s add 6, two 1024s add 10. At 20 it fills, the multiplier goes up by ×0.5 and the gauge starts again.
- Keep-alive gauge (green to red): appears once you're above ×1 and drains all the time, faster the higher your multiplier. Every merge tops it back up. If it empties, the multiplier drops back to ×1, so keep merging.
Endless extras
- Goal chains: if your score already beats the goals after the current one, you clear them all at the checkpoint. Each extra goal raises your multiplier.
- 2048 explosions: a 2048 explodes and raises the smallest ball that can drop (2 → 4 → 8 … up to 1024).
- Overdrive: make a 2048 when 1024s are already dropping and a beam wipes the whole pit. Drops go back to 2s, the current goal is cut in half, and your multiplier gets a new floor it never falls below: ×50, then ×100, ×200 …
Powerups
Every few seconds a glowing orb appears as a shadow, then falls into the pit. The first ball it touches gets the power:
Magnet
Pulls nearby balls toward it for a few seconds, setting up merges for you.
On Fire
The ball grows bigger. Merges with it give 2× score and fill the multiplier gauge twice as fast.
Earthquake
Stone spikes burst from the floor and launch every ball into the air, shuffling the whole pit.
Duplicator
Spawns a ring of five smaller balls (two steps below the one it hit) that burst outward, giving you plenty to merge.
Rapid Fire
The claw charges up with electricity, then blasts out five bonus balls (ten in the last sprint) in a random spray across a wide arc.
Storm
A storm swirls the whole pit for 10 seconds. While it blows, merges score 3×, your multiplier won't decay, and the pile can't overflow.
Geyser
For 10 seconds, jets of water burst from the floor and the lower walls, blasting balls around the pit.
Blackhole
A blackhole rises to the middle of the pit and sucks in small balls (64 and under) for 3 seconds, then collapses and spits out one ball: their total, rounded up.
Flash Freeze
Freezes the ball it hits, and the ice spreads to the balls around it. Frozen balls can't move or merge: smash balls into them to break the ice (bigger balls take more hits). Each smash scores and feeds your multiplier.
Trick or Treat
Time stops and you choose. Trick drops a tombstone orb. Treat costs 15% of your score and drops 2 random powerups at once.
Tombstone
Only comes out of a Trick. Your next ball drops as a tombstone: a heavy stone slab that never merges with anything and stays in the pit, taking up room.
When two balls merge, the new ball keeps any powerup they had.
Tips
- Keep small numbers together and big numbers along one side so merges don't get blocked.
- A steady stream of small merges keeps the multiplier alive better than waiting for one big merge.
- Watch the preview stack and position the dropper before the ball falls, not after.
Contact
Questions, feedback or bug reports: info@indeptusentertainment.com