Linked Portals
Open a door on two walls and you've folded space together.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Planning · Cooperation
No.253Portal01The core loop
Action → feedback → next choice- 01Find valid surfaces
- 02Place entry and exit
- 03Pass through with momentum
- 04Reposition to solve
↻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 exit is on a ledge 10 m away across a pit.
- T2
Turn 2 · The player chooses
Place blue on the pit floor, orange high on a wall, then jump in.
- T3
Turn 3 · The feedback
Falling speed becomes a horizontal launch onto the ledge.
- T4
Turn 4 · The next decision
The next room requires sending a cube across too.
How it plays
Two portals link so anything entering one exits the other at the same speed. Only certain surfaces accept portals, which guides solutions. Conserved momentum turns a long fall into a long flight.
What the player weighs
- Secure a safe path or chase a speed launch
- Send objects through or send yourself
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Portal
Players place blue and orange portals on white panels to solve test chambers with cubes, buttons and energy pellets, learning to use falling momentum.

Portal 2
Adds gels, lasers, light bridges and excursion funnels on top of portals, plus a co-op mode with four portals between two players.
The difference worth noticing
Portal is a lean mechanic lesson; Portal 2 uses portals as a hub to combine many environmental elements.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Portals plug into conveyors: a pair splits one line's material to another area, and you must balance the ratio so neither side starves.
Prototype this combo in Yoroll→Follow the next idea
Guiding the Beam
Light only travels straight; relay it piece by piece to the receiver.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find source and receiver
- 02Place a redirector
- 03Check the path
- 04Route around blockers
Push Without Getting Stuck
Boxes push but never pull; one wrong shove can wedge them for good.
- Prototype complexity
- Who plays
- Solo decisions
- 01Study boxes and targets
- 02Plan push order
- 03Push and watch for dead ends
- 04Undo or solve
Flipping Gravity
You can't jump, but you can make the ceiling the floor.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read terrain and hazards
- 02Switch gravity
- 03Move in the new orientation
- 04Flip again to dodge



