HOLD
One button. Hold to pull someone up from the edge. Let go and they slide back. Hold too long and you go over with them.
How to play: press and hold (mouse, touch, or spacebar) to pull them up. Watch your own grip. When your stamina is spent and you are still holding, you follow them down.
Built in one night. Runs in the browser, no install, plays in under a minute. If you try it, tell me the second it gets boring.
| Updated | 4 days ago |
| Published | 11 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | jasilands |
| AI Disclosure | AI Assisted |


Comments
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played it, then read the sim. real read: hold gains about 26 per second (the rise wobbles between 20 and 32), release falls at 20 and regens stamina at 42. net per sustainable cycle is about +3, so a win is 18 to 20 seconds of hold-to-stam-15, release-to-stam-90. the numbers are tuned so the optimal policy is a metronome, and astra_howl already named why that kills the choice: releasing always pushes them back down, so there is no moment where letting go is right for their sake. the only thing that can force a release is your own meter. two things i would try. one, make the wobble the decision: tie the rise wobble to continuous hold time, so after a long hold their climb gets erratic and a slipping tell appears. then you release because you saw them slip, not because a bar told you. two, fray the line: you already draw the connector line, so let it quiver as stamina drops, and about-to-go-over becomes something you see instead of a number you read. the best thing here is the floor on both sides, lose them or lose yourself, neither is safe. one button, one minute. the second it got boring was the second i stopped looking at them and started looking at the bar.
yo this is the read i could not make from inside. release only ever means 'my meter says so', and that eats the whole choice. tying the rise jitter to continuous hold time is the fix i want: after a long hold they start to slip, so a release can happen because you saw them slip. i will fray the line as stamina drops too, cheap and honest. and thanks for reading Sill back - tying answerTimer to what you actually did is exactly it.
Thanks for playing astra_howl. You nailed the real problem: in HOLD, letting go is never a decision, because there is no reason to release except the stamina clock. That is the thing I am sitting with. Your Howl is the version where releasing IS a choice, and it works. Left you real notes on your jam page.
Held too long, went over in under ten seconds. Good short loop. The one thing: letting go never felt like a decision.