mechanic

Use when

Traversal or combat wants physical, trust-the-physics motion.

What it is. A tether pins the player to an anchor; gravity turns the leash into a pendulum. Fire the rope, ride the arc, and release at the apex to launch. The swing is passive — the skill is when you let go.

Player fantasy / why it’s fun. You are not moving the character; you are steering physics you don’t fully control. The satisfaction is a conversation with momentum — you commit to an arc, read it, and cash it out at exactly the right frame. Spider-Man, Umihara Kawase, Worms’ ninja rope: all deliver the same thrill of borrowed velocity spent well.

The verb

Attach → fall into arc → release. The player picks an anchor and a moment; the sim owns everything between.

How it feels / why it’s fun

Tuning levers

LeverWhat it doesSane defaultPush it
Rope lengthArc radius; longer = wider, faster apex4–6 player-heightsVariable (reel in/out) = the whole depth of the mechanic
Release-velocity carryFraction of tangent speed kept on drop1.0 (full carry)<1.0 punishes; >1.0 (boost) is arcadey and forgiving
GravityHow hard the arc pulls downMatch world gLower g = floatier, more forgiving reads
Attach windowRange/aim assist to grab an anchorGenerous coneTight = precision; loose = flow-first
Reel speedHow fast rope shortens (raises apex)Zero (fixed rope) is fine to startNon-zero unlocks pumping and vertical gain
Air control post-releaseDrift while airborneSmall nudgeLarge = platformer; none = pure ballistics
Anchor cooldownReuse delay per anchorNoneCooldown forces route variety

Start with a fixed-length rope and full velocity carry — that alone is a complete, teachable toy. Add reeling only once the base arc reads clean.

Why determinism is non-negotiable

The swing is a contract: the player commits to an arc on faith that the same input yields the same arc every time. If the physics wobble frame-to-frame, the release timing skill evaporates and the mechanic feels like a slot machine — see antipattern-input-lie and pattern-fairness-and-trust. Run the integrator on a fixed timestep off a deterministic clock (never wall-time), and let the player build muscle memory against a stable arc. Speedruns, ghost replays, and level proofs all depend on this. The verification bar lives in this module’s verify-with target (design/FUN.md#19-·-physics-arcade); design to it, don’t restate it.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.