Spielerando

A rope between two players that pulls without yanking

Tying two players together sounds simple until the rope snaps tight and one of them is catapulted, or both are dragged equally even though one is holding on to a switch. A good rope pulls the lighter one more, never in a single jump, and knows about anchors. Here is the rule and the one division that must not happen.

Why this works

A rope is a promise that nobody gets too far away, and the lighter or free one should give way, not the one who is anchored. Sharing the correction by weight and spreading it over several steps keeps the pull believable instead of a sudden yank.

When not to use it

Skip it when you want the partners to move freely and the tie is only a story, or when one stretchy link would do. A rope that is always tight on a crowded level frustrates more than it helps, so use a simple distance limit that just warns.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A rope between two players that pulls without yanking" (read_entry coop-rope-between-two-players-that-pulls-fairly) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP