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
- Carry is a cost, not a free pocket. The best throw mechanics make holding expensive — you move slower, can’t
mechanic-dashormechanic-double-jump, your hands are full. Every carried second is a lockout of your other verbs. That tension is the game. - The arc is a read. A thrown object obeys gravity; landing it is a lob-and-lead skill, not a hitscan. Aim ceiling lives in the arc, like
anchor-peggleandmechanic-bounce. - Emergence for free. Once objects have mass, position, and effects, throwing composes — a lit torch thrown into oil is a sentence the designer never wrote. This is
pattern-emergence‘s cheapest engine.
Tuning levers
| Lever | Does | Sane default |
|---|---|---|
| Carry slowdown | Move-speed penalty while holding | 0.6–0.8× base |
| Verb lockout | Which abilities carry disables | Dash + jump-tech off; walk only |
| Carry capacity | How many things at once | 1 (scarcity forces routing) |
| Throw arc | Flat toss vs high lob | Mid-arc; aimable via hold-charge |
| Charge time | Hold-to-throw-farther window | 0.2–0.5s to full power |
| Auto-pickup radius | Grab-nearest vs precise grab | Small; precise beats fumbly |
| Object persistence | Does it despawn on landing | Persist — landed objects are level state |
| Drop vs throw | Soft place under a place button | Split them; silent conflation lies |
| Friendly-fire | Can a throw hit an ally | On for chaos; off for pure puzzle |
Slots into
- Genres:
genre-physics-arcade(its native soil),genre-coop-chaos(hand-offs are the game),genre-grid-puzzleandgenre-puzzle-platformer(throw as a discrete, provable move),genre-survival-horror(scarce improvised weapons),genre-sandbox-survival. - Anchors:
anchor-overcooked(throw an onion across the kitchen to beat the clock),anchor-katamari(carry-mass reframed as growth),anchor-it-takes-twoandanchor-portal(carried objects as puzzle keys),anchor-nuclear-throne(thrown weapons as spent ammo). - Systems:
system-inventory-and-ui(what “held” means on-screen),system-hazards-and-environment(throwing into hazards),system-crafting(carry ingredients to a station),system-coop-and-competition.
Twist seams
- Throw but you can throw your co-op partner (perspective) — the projectile is a player. One hurls, the other becomes a directed body: cleared gaps, out-of-reach switches, a launched tackle. Now every throw is a two-brain negotiation and the carried “object” has opinions. See
anchor-it-takes-twoandgenre-coop-chaos; the launched partner can chain intomechanic-glideormechanic-grapplemid-flight. - Throw but thrown items keep their momentum as platforms (emergence) — a hurled crate doesn’t stop on impact; it stays a moving surface you can ride or stack. Throw your own footing ahead, then land on it. Traversal becomes level authoring in real time — pairs with
mechanic-stackandpattern-emergence. - Throw but only onto things you must first place (inversion) — no native handholds; you plant an object, then hook or leap to it, as in the grapple seam of
mechanic-grapple. The throw is the setup move.
How it wires to Hayao
- Model carry as held-object state on the carrier plus a release event that spawns free physics. A thrown object is a body with position + velocity integrated over fixed ticks — deterministic, replayable, hashable. Any spread or bounce-scatter tie-break goes through a deterministic RNG or ordered iteration, never argless timing.
- For the physics feel (arc, mass, bounce, impact), study the
sandboxes/physics-labin isolation before wiring it into a game. - If throw is a puzzle move (grid, provable), keep it a pure
Moveand model it the wayexamples/sokobansplits pushable-object logic from view — the thrown block’s landing cell is state; the arc you draw between cells is cosmetic and stays out of the world hash. - The held-object sprite, the aim reticle, and the arc preview are all cosmetic overlays. What’s held and where it lands is state.
- Prove the throw feel against design/FUN.md#19-·-physics-arcade; prove puzzle levels the way a puzzle proves winnability — every solution must have a reachable throw.
Fails when…
- Carry has no cost. If holding an object doesn’t slow, block, or spend anything, it’s an invisible backpack — the tension evaporates and it becomes
antipattern-false-depth. Make hands full. - Aim is a lie. A reticle that promises an arc the throw doesn’t honor is
antipattern-input-lie. The preview must be the physics. - Throw dominates every verb. If hurling is strictly better than walking, meleeing, or shooting everywhere, the rest of the kit goes dead —
antipattern-boring-optimal. Reserve it; gate ammo by what’s actually loose in the room. - Fumbly pickup. Grab-nearest that snaps the wrong object turns intent into a wrestling match. Precise grab beats a greedy radius.
- Coop throws with no telegraph. Hurling a partner they didn’t consent to is grief, not coop — surface the aim, honor the
pattern-fairness-and-trustbudget ofsystem-coop-and-competition. - Landed objects vanish. If thrown things despawn, you erase the emergent-tool loop — persistence is what lets a barrel become a platform later.
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