- 01Read levels and floats
- 02Plan valve order
- 03Transfer water
- 04Use the new height
Water-level routes
Floating objects follow water level while valves distribute water between chambers. Water raises routes and can flood previously safe areas.
The player's decision
Raise the cargo platform first or open the far gate before its switch becomes inaccessible?
Original scenario
Original setup: a tank can fill only one of two rooms. Ride a crate to a left switch, then transfer the water to reach the right exit.
Start with this prototype
Build two rectangular chambers, one floating crate and two valves using simplified water levels. Display conserved water volume. Reach the exit and provide a drain/reset; omit swimming combat.
Change one variable
Vary filling speed separately from valve placement to distinguish waiting from sequence reasoning.
What to observe in a playtest
Is water conserved after transfers? Can every sequence reset and the valid sequence reliably finish?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
A float's collision shape must follow its visual motion, and level changes need predictable limits.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Hydrophobia: Prophecy
Floating cover and flow combat show water changing usable space.
- Fluidity: Spin Cycle
The manual describes water carrying objects and clouds carrying balloons, a related transport comparison.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two rectangular chambers, one floating crate and two valves using simplified water levels. Display conserved water volume. Reach the exit and provide a drain/reset; omit swimming combat.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.