Manga-style art: a huge hero in an indigo armored suit, golden flame-shaped hair and dark sunglasses, wreathed in golden fire, punches a black sports car into a cracking concrete wall in a burst of shockwave.

God Tier TantrumStress Relief Smasher

Reactorcore's Personal Game Design Project

Free to forkNo licence and no copyright claim: build this game under your own name, or lift one idea from it. Why?

Game overview

God Tier Tantrum is a stress-relief toy with the controls of a platform fighter. You're Omega Blitz, a ridiculously overpowered and extremely loud hero, locked in a room with something annoying. Bounce it off the walls, keep the combo going, and finish it with a hit that sends it through the wall, into a mountain, down through the planet or straight into the sun.

Nothing fights back. The victims never threaten you, so there's no way to lose and nothing to dodge. The whole game is the spectacle of the smash: juggling, ricocheting, stacking up damage, and one bombastic finish.

It plays like a closed-room Super Smash Bros with a dash of Nanaca Crash and Street Fighter II's car-smashing bonus stage, and its hero is a loving parody of the bootleg anime super-warriors of Newgrounds-era Flash cartoons: loud, explosive and over the top to an excessive degree.

Target audience

Anyone who's had a bad day and wants to hit something, harmlessly and spectacularly.

They want release without pressure: no opponent, no way to fail, no timer to beat, just something satisfying to wreck in a few minutes.

It's played on the keyboard alone, WASD for direction and a few action keys under the right hand, and every move is a direction plus a button. It's easy to pick up, and juggling well is a skill you get better at for its own sake.

Game's purpose

Relief: letting frustration out on things that can't be hurt and can't mind.

Play and silliness: absurd, loud, over-the-top finishers.

Power: a hero so strong that the only question is how far it flies.

It deliberately avoids draining safety (nothing ever attacks you) and rest (a whole run fits in a short break, and there's nothing to grind).

Core concept

Fighting games make you earn every hit against someone trying to beat you. Stress-relief toys often go the other way and turn into clicker grinds with upgrade trees.

This is neither: a toy with a definite ending. Ten rooms of a villain's goons and gadgets, then the villain himself, then the credits. Every run reshuffles the rooms, the victims and the hazards.

You start at full, ridiculous power and stay there. The fun is entirely in the moment: the combo, the bounce, the finish.

A night city seen from above, huge black domes of shadow sitting over several districts while the rest glows gold, a black craft swooping low over the rooftops under a full moon.
"Every night the Gloom Baron drops his shadow over another neighborhood. Tonight, someone far stronger than him has had enough."

Lore and story

The Gloom Baron

A smug cartoon villain who blankets the city in gloom: domes of shadow dropped over one neighborhood after another, night after night, from a silent black craft that skims the rooftops. Under a dome the streetlights die, the music stops, and everybody goes to bed early in a bad mood. He thinks it's hilarious.

Omega Blitz

The city's protector is an absurdly overpowered hero with a towering crest of blazing golden hair, dark sunglasses he never takes off, a voice that rattles windows, and no volume control. He's loud, edgy in a way nobody takes seriously, intimidating mostly to furniture, and very, very tired of the dark.

Tonight

He has tracked down the Baron's operation. Ten rooms of gloom-bots, gadgets and getaway vehicles stand between him and the man himself, and he isn't going to sneak.

Controls and interface

You control Omega Blitz in side view, in a single closed room. Every action key does a basic move on its own, and a power move when you press a direction with it: up, down, forward or back.

Move

W A S D
Move, aim the next move's direction, crouch
L
Jump
Esc
Pause

Act

H
Attack
J
Special
K
Defend, block or dodge
F
Grab, use, equip, throw or drop
Q
Switch move set

The design also sketches a mouse-aimed layout for rooms seen from above or in zero gravity: WASD moves in every direction, the mouse sets the facing, the mouse buttons attack, use an alternate move, block and grab, Shift dashes, and the number keys fire swappable abilities.

Inside a concrete room lined with circular saws and round bumpers, the golden-haired hero, drawn twice as if in motion, kicks a boxy grey robot up into the air, crates and debris flying.
"Every hit resets the combo clock, a little shorter each time. Keep it going and the damage keeps multiplying."

Game layers

  1. 01 · Moment-to-moment

    One room, one victim

    A closed room: walls, floor and ceiling, a few active hazards inside it, and nastier ones waiting outside. In it is one victim. You knock it around the walls, juggle it, bounce it off bumpers and through saws, and build the combo until it's ready to break.

  2. 02 · Low metagame

    Ten rooms to the Baron

    A run is a gauntlet of ten rooms: the Baron's gadgets, vehicles and gloom-bots first, then the Baron himself in the last. Each run draws its rooms, victims and hazards fresh, so the order and the matchups change every time. When the Baron flies, the city's lights come back on and the credits roll.

  3. 03 · High metagame

    Nothing more, on purpose

    There's no upgrade tree, no currency and no meta-progression to work toward. This is a small toy with a beginning and an end, and the reason to play again is simply that smashing things is fun. Each finished run is a short, complete release, not a step on a ladder.

  4. 04 · Practical game flow

    A coffee break

    A room takes a minute or two, and a whole run about as long as a coffee break. Pause anywhere, stop between rooms, and the run waits for you.

Game modes

The gauntlet is the game: ten reshuffled rooms ending with the Baron.

A single room is the toy on its own: pick a room and a victim, and smash for as long as you like, with no gauntlet around it.

Features and mechanics

  1. The engine of it

    The combo clock

    Every hit starts a short window before the victim recovers, and every hit inside the window resets it, a little shorter each time. As long as the chain holds, the damage stacks and multiplies, shown as a percentage the way Smash Bros shows it.

    The chain ends one of two ways: the windows get too short to keep up with, or the stacked damage passes what the victim can take. Either way, that's the moment for the finisher.

  2. The heart of it

    Through the wall

    Push the victim's damage high enough and a finishing blow breaks it through the room's surfaces. Where it ends up depends on which way you hit it:

    DirectionWhat happens
    SidewaysIt flies off and obliterates a mountain on the horizon
    DownIt goes clean through the planet and out the other side, or punches a neat little hole that a tombstone pops up to plug
    UpIt flies into the sun and goes poof
    Point blankIt vaporizes or bursts apart on the spot

    The finish exists for its own sake: a short, loud animation of something annoying going a very long way.

    A boxy grey robot blasts out through the wall of a small concrete building, streaking across the dusk sky toward a distant mountain whose peak erupts in a huge dust cloud.
    "Hit it up and it goes into the sun. Hit it sideways and the mountain behind the room doesn't survive either."
  3. Something to hit

    Victims with personalities

    Each victim moves differently, so each room asks for a different kind of combo:

    VictimHow it behaves
    The getaway carLike Street Fighter II's bonus car, except it flies all over the room, more mangled with every hit, until it explodes
    The dummy squadA team of flimsy wireframe dummies that go down easily
    The safeA heavy static thing that stays put in the middle of the room
    The bouncerA lightweight thing that ricochets everywhere
    The anchorSomething pulled back to the center that resists being moved away
    The holdoutSomething that has to be pushed back hit by hit until it falls off a ledge, like Super Metroid's Crocomire
    The stackA pile of barrels and crates, all of it at once

    None of them ever attacks you. They exist to make the room more interesting to smash in, not to make it hard.

  4. Directional everything

    One button, five moves

    Each action key does a basic move alone and a power move with each of the four directions, so a handful of keys makes a full move list without memorizing a single input string.

    Under the hood almost every attack is the same simple thing: it spawns a hitbox, pushes whatever is inside it, pushes you a little too, adds damage, and starts a short cooldown before the next action. A projectile is the same hitbox flying on its own. Move while you attack and the hitbox slides along with your momentum, so a running swing covers more of the room.

  5. Grab a new style

    Move sets you pick up

    Items in the rooms carry move sets, the way Kirby takes on a power from whatever he swallows. Grab one and your attack, special and defend keys do something new. The sets you've picked up stay on Q, Mega Man–style, so you can swap between them whenever you like.

  6. The room is a weapon

    Hazards inside and out

    Inside the room, the hazards are active ones that push and hurt: saws, beams, bumpers and other things that throw the victim back into play and keep a combo going.

    Static hazards like spikes and lava are too dull to bounce things off, so they sit outside the walls instead, where they're the landing for a finisher: smash a victim through the wall and straight onto the spikes.

Box art: the hero in his indigo armored suit stands with arms crossed and a wide grin behind dark sunglasses, golden flames roaring around him, a night city with black domes of shadow behind.

Lights out, Baron

God Tier Tantrum: Stress Relief Smasher

Every night another neighborhood goes dark, and every night the Baron laughs about it. Tonight the city's loudest, strongest and most fed-up hero is coming in through the front door, and the door won't be the only thing that doesn't survive.

Ten rooms. Nobody fighting back. Combos until the walls give way.

Turn the lights back on. Loudly.