- 01Inspect pivot and load
- 02Position a counterweight
- 03Let the platform settle
- 04Test with player weight
Counterweights and pivots
Weight and distance from a pivot determine turning tendency. Moving the same mass changes a platform's tilt and access.
The player's decision
Place the weight farther out for lift, or nearer so the route survives the player's added weight?
Original scenario
Original setup: a two-unit mass balances a one-unit character on a seesaw bridge. A weight too near the pivot fails as the character reaches the edge.
Start with this prototype
Build a single-pivot bridge, two draggable weights and a crossing character. Show mass, pivot and angle. Reach the far bank; allow paused placement and reset. Omit structural destruction.
Change one variable
Hold friction fixed and vary mass or lever arm. Check whether players discover both options.
What to observe in a playtest
Does motion match the displayed balance? Can moving an existing mass compensate for the player?
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
Undamped oscillation can spoil a valid balance; collision tunneling creates unrelated failures.
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.
- Human Fall Flat
The official example moves a boulder onto a catapult; this lesson isolates load around one pivot.
- Trine Enchanted Edition
Summoned objects solve physics obstacles; this lesson's counterweight values are original.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a single-pivot bridge, two draggable weights and a crossing character. Show mass, pivot and angle. Reach the far bank; allow paused placement and reset. Omit structural destruction.
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.