What it is. The player adds pieces to a vertical structure that must not fall. Each new piece raises the score and lowers the margin — the tower that earns you points is the tower that kills you.
Player fantasy / why it’s fun. “One more, I can balance it.” Growth is visible, precarious, and self-inflicted. You are not fighting an enemy — you are fighting the thing you built, and every point is a debt against gravity.
The verb
Place, drop, or fling a piece so it settles on what is already there — then decide whether to push your luck with another.
How it feels / why it’s fun
- Legible jeopardy. A leaning tower telegraphs its own doom; the player reads risk with their eyes, no UI. See
pattern-readability. - Self-authored tension. The difficulty curve is the player’s own greed. Height is both the reward and the threat — a pure
pattern-risk-rewardengine. - The wobble is the whole game. Instability must be felt before it’s fatal: sway, creak, a lean that recovers. That anticipation is the juice —
pattern-pacing-and-tension.
Tuning levers
| Lever | What it controls | Sane default |
|---|---|---|
| Placement model | Snap-to-grid vs free physics | Free physics (wobble) for arcade; snap for puzzle |
| Center-of-mass tolerance | How far the stack can lean before collapse | Fail past ~15° from vertical, or COM outside base footprint |
| Piece variance | Uniform blocks vs mixed shapes/weights | Mostly uniform early; introduce odd shapes by piece ~8 |
| Sway / recovery | Does a lean self-correct or only worsen? | Small self-recovery early, none late — the safety net thins |
| Placement aid | Overlap bonus, ghost preview, magnetized snap | Reward clean overlap; no ghost in physics mode (readability is the skill) |
| Failure grace | Full collapse vs lose top N pieces | Lose-top for cozy; full-collapse for high-stakes |
| Wind / disturbance | External force that tests margin | Off until height N, then gentle gusts (a director beat) |
Default to the wobble model over pure snap: instability is where the fun lives. Reserve snap for grid-puzzle framings where the tension comes from footprint, not physics.
Slots into
genre-physics-arcade— the native home; toppling towers, one-more loops.genre-incremental— height as a resource you spend and rebuild; seesystem-resource-loops.genre-grid-puzzle— snap-stacking where the puzzle is packing, adjacency, and footprint.genre-tower-defense— literal towers whose reach scales with a stacked base.genre-coop-chaos— two hands on one tower; seesystem-coop-and-competition.
Anchors worth studying: anchor-tetris (packing pressure, line-clear as controlled collapse), anchor-katamari (accretion as growth-is-power, growth-is-unwieldy), anchor-peggle (physics arcade juice on a single satisfying act), anchor-minecraft and anchor-terraria (stacking as construction, not jeopardy — the calm end of the spectrum).
Twist seams
- Stack but the tower is your health bar (mechanic-swap). Damage removes pieces from the top; you heal by stacking under fire. Losing height is taking a hit, so building and surviving are the same verb. Pairs with
system-combat-modelandpattern-feedback-loops. - Stack but the pieces are your defeated enemies (theme). Every kill drops a corpse you must place; a good run builds a monument, a bad run buries you. Reframes
system-enemy-archetypesas building material and ties score to combat — seeworld-motif-and-symbolandworld-theme-vectors. - Stack but gravity flips on a timer (mechanic-swap). The tower you balanced upward must now hang stable downward. Composes with
mechanic-gravity-flipand forces the player to build symmetric, defensible structures.
How it wires to Hayao
- Use a deterministic physics step so a given seed of piece order and drop timings always collapses the same way — proofs and replays depend on it. Read the physics-lab under
sandboxes/for the rigid-body seam and how contact resolution stays reproducible. - For the snap / grid framing, model the stack as a pure
Puzzle<State, Move>(footprint occupancy + a stability predicate) so every layout is machine-checkable and levels are provably clearable — theexamples/sokoban/split is the reference for logic-vs-view. - The wobble, dust, and creak are cosmetic: sway animation, particle puffs, and shake read as pure-view and must stay out of the sim hash. See
pattern-juice-choreography. - Score, current height, and collapse are logic state that lives in the hash; the lean animation is not. Keep the boundary clean or replays desync.
- Verification lives in
design/FUN.md#19-·-physics-arcade— prove the collapse is fair and the wobble reads before you tune the greed curve.
Fails when…
- The collapse feels random, not earned. If the player can’t see why it fell, jeopardy becomes noise — the
antipattern-rng-frustrationandantipattern-input-lietrap. Telegraph the lean; let the eye predict the fall. - Snap-stacking with zero instability. No wobble, no packing pressure = you’ve built a stacking animation, not a game. That’s
antipattern-false-depth: the verb has no stakes. - Height with no ceiling on tension. If a tall tower is strictly safer than a short one (better base, more mass), greed stops being a gamble and the loop goes flat —
antipattern-boring-optimal. - Full collapse with no grace. Wiping a 40-piece tower on one bad drop is a rage-quit; offer lose-top or a checkpoint. See
pattern-anti-frustrationandsystem-grace. - Too many piece shapes too soon. Variance before the player masters the base verb reads as chaos, not challenge — respect the
system-onboardingramp.
See also
mechanic-throw— the delivery verb when pieces are flung, not dropped.mechanic-merge— the sibling growth loop: combine-to-grow instead of pile-to-grow.mechanic-grow-shrink— scale as the tension axis rather than height.genre-physics-arcade,genre-incremental,genre-grid-puzzle— the three homes.pattern-risk-reward,pattern-pacing-and-tension— the tension spine.recipe-merge-factory— a build-and-grow loop you can cannibalize for structure.process-the-twist— where the “X but Y” seams above come from.