Clickade Pop Manual
Push people off a platform. Try not to become the person being pushed off the platform.
Clickade Pop is a fast multiplayer arena game built around one mechanic: the Pulse.
There are no weapons, inventories, character classes, crafting systems, attachment rarities, or seventeen upgrade menus.
You move.
You aim.
You Pulse.
Everything else comes from what players do with that.
Objective
Stay on the arena and knock everybody else off.
Players control small geometric characters called Cores.
A Pulse creates a directional burst of force that pushes nearby opponents.
Knock another player outside the arena and you score an elimination.
Get launched into the void yourself and your current life ends.
You respawn quickly and get back into the fight.
Controls
| Action | Default control |
|---|---|
| Move | WASD |
| Aim | Mouse |
| Pulse | Left Click |
| Alternate Pulse | Space |
That is basically the control manual.
We considered making it twelve pages longer, but fortunately civilization prevailed.
Movement
Movement uses WASD independently from your aim.
This means you can:
- move one direction,
- aim another,
- strafe around another player,
- retreat while still threatening them.
Movement is intentionally responsive.
Pop is not meant to feel like driving a grocery cart across an ice rink.
The Pulse
The Pulse is your only primary ability.
Aim toward another player and activate it.
A Pulse:
- pushes players in its path,
- is strongest at close range,
- becomes weaker toward the outside of its effective area,
- briefly transfers momentum,
- enters a short cooldown after use.
The goal is not simply to hit people repeatedly.
Position matters.
Moving changes your attacks
Your movement can influence how a Pulse plays out.
For example:
Moving forward while pulsing
Produces an aggressive attack and helps drive an opponent toward the edge.
Moving sideways
Can create angled launches and redirect opponents.
Moving backward
Can create a safer defensive shove while maintaining distance.
The exact physics may be adjusted during development, but the principle remains:
Movement and Pulse should interact in useful, occasionally ridiculous ways.
Knockback
Being hit does not completely remove control from you.
You retain some ability to steer while knockback is affecting your Core, and normal control returns rapidly.
This gives players a chance to recover near the edge instead of watching a three-second death animation they stopped participating in two seconds ago.
Multiple players can also influence the same target.
This can result in:
- saves,
- combos,
- ricochets,
- very temporary alliances,
- immediate betrayal of those alliances.
Arena Edges
Leaving the playable platform eliminates you.
Once you cross the elimination boundary, falling farther does not save you.
Gravity is not an appeals process.
Some arenas may contain geometry such as:
- pillars,
- walls,
- obstacles,
- changing edges.
These can affect knockback and positioning.
Respawning
Pop is meant to have almost no downtime.
After an elimination, you respawn shortly afterward at a safe position.
You do not need to:
- reload the page,
- rejoin the server,
- navigate another menu,
- watch somebody else play for four minutes.
Death should make you think:
“Again.”
not:
“Time to check my email.”
Scoring
Pop can reward things such as:
- eliminations,
- survival,
- consecutive successful plays.
The current leaderboard shows the strongest players in the arena.
Scoring should remain understandable without requiring somebody to discover a community spreadsheet explaining why an elimination was worth 2.73 RP.
Cores
Every player appears as a Core.
Cores use simple geometric designs so players remain readable even when several people are fighting in a small area.
Cosmetics may change features such as:
- primary color,
- shell appearance,
- effects.
Cosmetics do not make your Pulse stronger.
Looking radioactive is not a competitive advantage.
Multiplayer
Pop is designed as a continuously running multiplayer arena.
Players can enter, play, get eliminated, respawn, and leave without requiring the entire server to restart a match.
Guest play should remain quick.
Where supported, Clickade may remember settings such as your:
- nickname,
- cosmetic choice,
- volume,
- preferences.
Fair Play
Use the controls available through the game.
Do not use modified clients, scripts, automation, or other tools to produce movement or Pulse behavior that normal players cannot perform.
Getting launched across the arena because three people hit you simultaneously is gameplay.
Teleporting because somebody decided WebSockets were merely a suggestion is not.
During Development
Pop’s central rule is:
One mechanic, many uses.
New features should support that idea rather than bury it.
Expect tuning changes to:
- movement,
- knockback,
- Pulse shape,
- cooldown,
- arenas,
- scoring.
If Pop begins requiring a wiki before somebody can play it, something has gone terribly wrong.