Ledge Catch: Climb or Drop
Fall just short, grab the edge, then decide whether to haul up or let go.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Precision · Risk
No.182Spelunky 201The core loop
Action → feedback → next choice- 01Leap toward an edge
- 02Catch and hang
- 03Read above and below
- 04Climb up or drop
↻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
The player hangs on a ledge patrolled by an enemy every 3 s; another corridor lies 4 tiles below.
- T2
Turn 2 · The player chooses
They wait about 1.5 s for the enemy to turn away, then climb.
- T3
Turn 3 · The feedback
The 0.4 s climb ends with the enemy's back turned, granting a free sneak attack.
- T4
Turn 4 · The next decision
The next ledge has two alternating patrols, shrinking the window and making the lower route more tempting.
How it plays
A falling character auto-grabs platform edges, hanging safely until the player chooses to climb up or let go. It widens the margin for jumps and turns hanging into a safe spot to pause and look around. A grab animation, a hand sound and the sudden stillness confirm the catch.
What the player weighs
- Climb at once to save time, or hang until the threat above moves away.
- Drop to a lower level as a shortcut, or stay on the safer current path.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Spelunky 2
Falling near an edge grabs it automatically; from there you can climb or drop, often to peek below safely or dodge threats on the floor.

Dying Light 2 Stay Human
Parkour lets you catch ledges like sills and eaves and vault up; hanging and climbing drain stamina, and running out means a fall.
The difference worth noticing
In Spelunky 2 hanging is a free safe pause; Dying Light 2 puts it on a stamina timer.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
While hanging, show the next intent of enemies above, so players wait for a ‘turn away’ signal before climbing.
Prototype this combo in Yoroll→Follow the next idea
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
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
- 01Pick up the object
- 02Plan a path for both
- 03Place, throw or carry
- 04Deliver it to the goal
Committed Ground Slam
Slam down to hurt foes or break floors on impact, with no taking it back.
- Prototype complexity
- Who plays
- Solo decisions
- 01Get above the target
- 02Trigger the slam
- 03Impact on landing
- 04Exploit the result



