What it is. One verb that changes the player’s size, and with it what they fit through, what they can reach, and what they crush. Scale is the key; the level is the lock.
Player fantasy / why it’s fun. The same body solves opposite problems — squeeze through the mouse-hole, then loom over the room and shove the boulder. Transformation is legible power: you see the answer before you earn it.
The verb
Press to change tier (or hold to scale analog). Big self reaches high ledges, presses plates, crushes brittle floors; small self fits gaps, hides, moves fast. The lock is always the current dimension.
How it feels / why it’s fun
- Read-before-solve. A too-small gap or too-high ledge reads as “wrong size” — the puzzle statement is visible. See
pattern-readability. - One verb, two silhouettes. Distinct posture per tier keeps state unmistakable mid-jump. See
pattern-juice-choreography. - Reversible. No penalty for flipping size lets players experiment, not fear. See
system-grace,pattern-anti-frustration.
Tuning levers
| Lever | What it controls | Sane default |
|---|---|---|
| Tiers | Discrete steps vs analog dial | 2–3 discrete (small / normal / big) |
| Transition | Instant snap vs animated grow | ~0.2s tween, invulnerable during |
| Mass coupling | Does big self weigh/crush more? | Big = heavy: cracks brittle floor |
| Speed coupling | Does small self move faster? | Small ×1.4 speed, big ×0.7 |
| Reach coupling | Jump height / arm span scales with size | Big jumps ~1.5× tile, small ~0.7× |
| Cost / gate | Free, cooldown, or resource-metered | Free early; meter for system-progression |
| Hazard inversion | What harms which tier | Spikes hurt big; crushers hurt small |
Keep tiers few and named — three legible states beat a mushy dial. Analog only when the fiction demands precision (fitting an exact aperture).
Slots into
- Genres:
genre-puzzle-platformer(its home),genre-grid-puzzle(discrete tiers = cleanprocess-compositionpieces),genre-metroidvania(size as a traversal key gating regions),genre-precision-platformer(reach coupling as a movement stat). - Anchors:
anchor-braid(a single mutating rule reshaping a familiar space),anchor-portal(spatial key that reads before it’s solved),anchor-katamari(grow-shares-with-the-world literalized),anchor-into-the-breach(fully readable, reversible state you plan around).
Twist seams
- Grow but growing shares mass with the room, shrinking it (emergence) — your gain is the world’s loss: swelling drains a shared scale-budget so the doorway you needed narrows, or the platform under you shrinks out. Turns size into a two-body negotiation. See
pattern-emergence,system-emergent-systems. - Shrink but tiny-you is fast and giant-you is strong (risk-reward) — no dominant tier: small dodges and infiltrates but can’t hit hard; big bulldozes but is a slow target. Every screen asks which weakness you’ll accept. See
pattern-risk-reward. - Grow but only what you’re touching grows (twist: transfer) — the verb scales the object under your hand, not you; the “player” is a size-brush, and the puzzle is choosing what to enlarge. Pairs with
mechanic-throw,mechanic-stack.
How it wires to Hayao
- Size is a scalar on the actor’s transform read by the collision extent — start from the physics and camera labs (
sandboxes/physics-lab,sandboxes/camera-lab) to see collider extents and follow-zoom in isolation before coupling them. - Discrete tiers are pure state. Make tier a field of the puzzle state so each configuration is a distinct node — the model of
genre-grid-puzzleinexamples/sokoban/. Every “does this size fit?” is a deterministic predicate, provable by the solver (see theverify-withpointer above). - Keep scale cosmetic where it’s only view. The transition tween and squash animate the sprite; the tier is logic, the interpolation is not — split them so the hash tracks only the solved-relevant value.
- Drive size changes through the same deterministic input path as any verb; never sample wall-clock for the tween.
Fails when…
- A dominant tier exists. If big is always better, the verb collapses to “be big” — see
antipattern-boring-optimal. Force trade: big can’t fit, small can’t reach. - Analog when discrete would do. A continuous dial with no readable notches makes the lock ambiguous and the fit fiddly —
antipattern-input-liewhen a near-fit silently fails. - Hazards don’t invert. If both tiers fear the same things, size never chooses — you just resize to move, not to decide.
- The size gate is off-screen. If the required tier isn’t legible from the obstacle, it’s
antipattern-guess-the-designer. Show the lock’s dimension. - Transition is punishing. Crushing the player mid-grow, or letting a shrink drop them into a now-lethal gap, breaks
pattern-fairness-and-trust— grant i-frames or block the change.
See also
- Traversal siblings that also re-key a space:
mechanic-gravity-flip,mechanic-portal,mechanic-teleport,mechanic-clone. - Composition & proof:
process-composition,process-the-twist,system-emergent-systems. - Feel & fairness:
pattern-readability,pattern-risk-reward,system-grace,system-telegraphs.