mechanic

Use when

You want object interaction, coop hand-offs, or physics puzzles.

What it is. A two-beat verb: pick up a loose object, then release it — drop, place, or hurl along an arc. The carried thing rides on the player, so holding it changes what the player can do until they let go.

Player fantasy / why it’s fun. The world stops being scenery and becomes inventory you can weaponize. Any barrel, plate, or teammate is a projectile, a key, or a stepping-stone the moment your hands close on it. The pull is agency over objects, not just over yourself.

The verb

Grab (enter carry) → move under a carry constraint → aim → throw (exit carry) OR place (soft exit). Two decisions: what to hold and where to let go.

How it feels / why it’s fun

Tuning levers

LeverDoesSane default
Carry slowdownMove-speed penalty while holding0.6–0.8× base
Verb lockoutWhich abilities carry disablesDash + jump-tech off; walk only
Carry capacityHow many things at once1 (scarcity forces routing)
Throw arcFlat toss vs high lobMid-arc; aimable via hold-charge
Charge timeHold-to-throw-farther window0.2–0.5s to full power
Auto-pickup radiusGrab-nearest vs precise grabSmall; precise beats fumbly
Object persistenceDoes it despawn on landingPersist — landed objects are level state
Drop vs throwSoft place under a place buttonSplit them; silent conflation lies
Friendly-fireCan a throw hit an allyOn for chaos; off for pure puzzle

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

mechanic-grapple · mechanic-stack · mechanic-bounce · mechanic-magnet · mechanic-ground-pound · genre-physics-arcade · genre-coop-chaos · genre-grid-puzzle · anchor-overcooked · anchor-it-takes-two · anchor-katamari · system-coop-and-competition · pattern-emergence · pattern-fairness-and-trust

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