- 01Choose entry drop
- 02Orient the exit
- 03Traverse and inspect
- 04Adjust geometry
Portal exits and momentum
Portals connect space and reorient motion at the exit. Speed gained from a fall can be redirected toward a distant platform.
The player's decision
Change exit angle or increase the drop before entry to gain range?
Original scenario
Original setup: a wall exit faces a ledge. Walking in falls short; dropping into the entrance supplies enough speed.
Start with this prototype
Build a 2D portal pair and ledge with entry/exit velocity arrows. Land to win; reset falls. Limit exits to two orientations and prevent repeated triggering at the exit.
Change one variable
Vary entry height and inspect the relationship between drop and reach.
What to observe in a playtest
Test slow, fast and angled entry; prevent immediate exit-to-entry loops.
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
Changing position without rotating velocity makes transport and motion rules conflict.
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.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a 2D portal pair and ledge with entry/exit velocity arrows. Land to win; reset falls. Limit exits to two orientations and prevent repeated triggering at the exit.
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.