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
- Design focus
- Spatial · Planning · Precision
No.185Portal 201The core loop
Action → feedback → next choice- 01Pick up the object
- 02Plan a path for both
- 03Place, throw or carry
- 04Deliver it to the goal
↻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.
- T1
Turn 1 · The situation
A block must reach a pressure plate across a 6-tile gap; carrying it, you can jump only 4.
- T2
Turn 2 · The player chooses
The player throws the block across first, then jumps over empty-handed.
- T3
Turn 3 · The feedback
The block bounces on the far edge but stays; unburdened, they clear 6 tiles exactly.
- T4
Turn 4 · The next decision
Next level the far edge slopes down so thrown blocks slide off, forcing a new approach.
How it plays
Holding an object restricts some moves, such as dashing or jumping as high, but the object is also a tool: it presses buttons, serves as a step or blocks harm. Players can throw it ahead and follow, or set it down to scout and return. A clear reset when it falls or breaks shows exactly which step went wrong.
What the player weighs
- Carrying is safe but restrictive; throwing ahead is flexible but risks losing it.
- Use the object as a step, or keep it on a switch.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Portal 2
Cubes anchor many chambers: they press buttons, redirect or block beams, act as steps, and travel through portals with the player, carrying momentum out.

Celeste
In one chapter Madeline carries Theo sealed in a crystal; holding him limits her moves, she can toss him ahead, and he must reach the exit with her.
The difference worth noticing
Portal 2's cubes are parts of a logic puzzle; Celeste's carried Theo is an added execution burden.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Let objects change state (hot or cold, light or heavy) when passing through portal pairs, so players route them to arrive in the right form.
Prototype this combo in Yoroll→Follow the next idea
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
- 01Leave ground with one charge
- 02Spend it on a dash
- 03Touch a refill node
- 04Dash again to reach goal
Stamina Climbing Routes
Every handhold drains a meter, so the climb is planned around where you can rest.
- Prototype complexity
- Who plays
- Solo decisions
- 01Scan the wall for ledges
- 02Climb while stamina drains
- 03Rest on a ledge
- 04Push to the next rest
Glide and Pick a Landing
Height is fuel: spend it gliding, then pick where to touch down.
- Prototype complexity
- Who plays
- Solo decisions
- 01Climb to gain height
- 02Open glider and survey
- 03Steer toward a landmark
- 04Land and explore



