- 01Agree on grip positions
- 02Move and turn together
- 03Adjust to obstacles
- 04Reach the goal together
Joint carrying and alignment
Characters connect through a shared object or grip chain; moving or releasing changes everyone's alignment and traversable space.
The player's decision
Turn together while connected or release and regrip to pass a narrow obstacle?
Original scenario
Original: two people carry a long ladder around a corner; moving the front first jams it, requiring retreat, rotation and a sideways move.
Start with this prototype
Build two local players, a rectangular object and one corner corridor with separate grip/release controls. Reset to a safe start; validate coordination with simple constraints before complex physics levels.
Change one variable
Vary object length versus corridor width to require communication without repeated jams.
What to observe in a playtest
Test one/both grips releasing, corner jams, pause/resume and safe reset.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Collision corrections that yank players make failure feel like an engine bug.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Heave Ho
Developer copy describes grabbing teammates into precarious chains, making connection a movement condition.
- Moving Out
The official FAQ describes local cooperative physics moving and assist options for heavy-item handling.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two local players, a rectangular object and one corner corridor with separate grip/release controls. Reset to a safe start; validate coordination with simple constraints before complex physics levels.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.