LAB / MECHANICS WORKSHOP

Take the toys apart before putting them in the game.

These benches isolate the browser systems used elsewhere in Web Worlds. Lab explains the pieces. Playground turns them into problems.

BENCH INDEX Movement Collision Environment World Systems Forces Depth Queued

MOVEMENT

Drag it. Measure it. Break it.

Small test chambers make behavior visible before it becomes part of a larger puzzle.

01 / DRAGGING

Basic pointer movement

Grab the object. Position, pointer state, and boundaries update live.

X 50Y 50STATE idle
DRAG
02 / POINTER

Input response

Move, tilt, click, and watch a single component react without a framework.

X 0Y 0CLICKS 0
INPUT Move around me. Click for a pulse.

COLLISION

Walls should feel real.

The same lightweight AABB-style ideas used by Playground are easier to inspect here.

03 / COLLISION

Collision + corridor test

Drag through the corner, then weave through the narrow corridor.

PLAYER 44pxGAP 78pxTOLERANCE 0px
END

WORLD INTERACTION

Move the world, not just the player.

These are intentionally transparent versions of mechanics that can become much harder inside Playground.

05 / OBSTACLE

Move it. Get through.

One block. One opening. One goal.

ROUTE BLOCKED
START
ENDreach me
MOVE
ROUTE CLEAR
06 / HIDDEN OBJECT

Reveal + collect

FOUND 0 / 1
LIFT
Something is under the cover.
09 / PRESSURE PLATE

Hold the door open

Leave the block on the plate. The doorway is the only way across.

PLATE OFFDOOR CLOSED
START SIDE
EXIT SIDE
PLATE
EXITcross the gate
BLOCK
10 / SURFACES

Throw it across the floor

Grab the puck, flick it, then feel each surface change the motion.

SURFACE NORMAL SPEED 0
NORMAL
ICEslippery
STICKYheavy drag
CONVEYOR→ → →

WORLD STATE

One structure. Different information.

Theme state can alter meaning while every other part of the module stays put.

07 / THEME STATE

Split clue

SIGNAL DIGIT4
CHARM DIGIT7
SEAL DIGIT2
OMEN DIGIT9

Inspect every world. Combine the four clues.

08 / LIGHT

Reveal by illumination

Drag the light through the chamber. The darkness is just a lightweight CSS mask.

PATHSIGNALFOUND
11 / FORCE FIELD

Build a magnetic mess

Drag the magnets. Give each one a mode. Throw the metal into the combined field.One magnet, one puck. Pull it in, push it away, or turn the field off.

A
B
C
AATTRACT
BREPEL
COFF
combined fieldsingle field
12 / TELEPORTER

Enter here. Leave there.

Drop the object into either portal. A short cooldown prevents instant ping-pong loops.

A
B
Drop into a portal.

FORCES + CONNECTIONS

More toys for future puzzles.

Push it, launch it, rotate it, or control it from somewhere else.

13 / WIND + SPRING

Push it. Kick it.

Wind and both springs act on the same ball in the same room.

X IMPULSE 0Y IMPULSE 0SPEED 0
X
Y
15 / ROTATION

Turn the bridge

Turn the crossing into one continuous route. Wide screens use two bridges in sequence; mobile keeps one.

ANGLE A −35° · B 35°PATH BLOCKED
START
GOAL
16 / LINKED STATE

Control it from here

Move the remote paddle, break the bricks, and keep the linked-state idea visible.

REMOTE POSITION
0100
POSITION20%
REMOTE PLATFORM
LINKACTIVE

NEW FORCE TESTS

Bend the path. Swing the weight.

Two more lightweight mechanics, kept clean here before Playground gets ideas.

17 / GRAVITY WELL

Curve the trajectory

Drag the well, throw the orb, and watch the path bend around the field.

FIELD
18 / PENDULUM

Give gravity a string

Grab any weight from any direction. Move the anchor while the physics keeps running, or switch into double chaos.

System
Constraint

19 / CSS DEPTH

19 / CSS DEPTH ♡

Pick up an artifact.

Pick up an artifact.

One smooth field card built from layered DOM, perspective, and rotation.

One tiny impossible pass made from ordinary browser layers. ♡

QUEUED EXPERIMENTS

The shelves are not empty for long.

These are the next mechanics worth proving here before they graduate into bigger experiences.

STACKING

Weight + towers

Stable piles, toppling, different body mass.

Queued for Lab
STACKING

Interlocking pieces

Shape fit, narrow clearances, layered geometry.

Queued for Lab
MOVEMENT

Platforms + lifts

Moving surfaces, elevators, carried objects.

Queued for Lab
GAME STATE

Hazards + checkpoints

Respawns, timers, score, saved progression.

Queued for Lab
INVENTORY

Carry + use

Pickups, keys, held state, context-sensitive actions.

Queued for Lab
PROCEDURAL

Generated spaces

Seeded mazes, wandering agents, random rooms.

Queued for Lab
Tiny secret found. The page approves. ✦