No.036 / 280Action & reflex · Movement & traversal

Glide and Pick a Landing

Height is fuel: spend it gliding, then pick where to touch down.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Planning · Discovery
SableNo.036Sable

01The core loop

Action → feedback → next choice
  1. 01Climb to gain height
  2. 02Open glider and survey
  3. 03Steer toward a landmark
  4. 04Land and explore

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    From a 60 m tower the glider sinks 1 m per 5 m forward. A ruin lies 280 m away, an oasis 200 m.

  2. T2

    Turn 2 · The player chooses

    The player picks the ruin, detouring 40 m to catch an updraft worth 15 m of lift.

  3. T3

    Turn 3 · The feedback

    They reach the ruin with about 7 m to spare; skipping the updraft would have landed them 20 m short.

  4. T4

    Turn 4 · The next decision

    The ruin has a tall spire, setting up the next launch point.

How it plays

Deploying a glider trades altitude for distance at a slow sink rate; updrafts or vents add height back. From above, players spot points of interest and choose a landing their remaining height can reach. The approaching ground, wind audio and distant landmarks are the main readouts.

What the player weighs

  • Aim for the far, tempting landmark, or settle for a closer safe landing.
  • Detour to an updraft for height, or glide straight and arrive lower.

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Sable
S

Sable

P1

Sable can summon a floating orb to drift down slowly from heights, making climb-then-float a natural way to survey the desert for the next destination.

Dying Light 2 Stay Human
D

Dying Light 2 Stay Human

P2

The paraglider can be steered and lifted by rooftop air vents, letting players cross districts quickly above infected streets.

The difference worth noticing

Sable's glide is a calm survey tool, while Dying Light 2's paraglider is a routing tool tied to vents and danger below.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Glide and Pick a LandingMovement & traversal+

Have players glide into a toxic valley with limited air, so the landing spot decides how many nodes they can gather before oxygen runs out.

Prototype this combo in Yoroll

→Follow the next idea

Movement & traversal

Air Actions and Refills

You get one midair burst; glowing pickups hand it back, and the route takes shape.

Prototype complexity
Who plays
Solo decisions
  1. 01Leave ground with one charge
  2. 02Spend it on a dash
  3. 03Touch a refill node
  4. 04Dash again to reach goal
Celeste · Neon White
Movement & traversal

Stamina Climbing Routes

Every handhold drains a meter, so the climb is planned around where you can rest.

Prototype complexity
Who plays
Solo decisions
  1. 01Scan the wall for ledges
  2. 02Climb while stamina drains
  3. 03Rest on a ledge
  4. 04Push to the next rest
Jusant · Sable
Movement & traversalNew

Carry an Object Through

You and the thing in your hands both have to make it, so the route must work for both.

Prototype complexity
Who plays
Solo decisions
  1. 01Pick up the object
  2. 02Plan a path for both
  3. 03Place, throw or carry
  4. 04Deliver it to the goal
Portal 2 · Celeste
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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