Sling Kong
π¦ Sling Kong: Hooke's Law and Trajectory
Sling Kong is a vertical arcade climber that gamifies the physics of Elasticity and Tension. The core mechanic is the "Slingshot": the player pulls the character back to generate potential energy, which is converted into kinetic energy upon release. The gameplay loop is a practical application of Hooke's Law (Force = Spring Constant Γ Displacement). The further you pull back, the greater the launch force.
[Image of Hooke's law spring physics]π― Predictive Aiming and Anchors
The world consists of various "Anchor Points" (pegs) that the Kong can grab.
- Static Pegs: Safe zones. They do not move or disappear. Players use these to rest and plan the next move.
- Blue Pegs (Timed): These disappear after a few seconds. They force speed and decisiveness.
- Red Pegs (Moving): These oscillate horizontally or vertically. Aiming for these requires Trajectory Prediction. You must aim not at where the peg is, but where it will be when your character arrives (intercept course).
π₯ The Wall of Doom
To prevent camping, the game features a rising lava/saw/fire wall. This introduces a Time Pressure variable. Players cannot calculate perfect shots indefinitely; they must rely on intuition and muscle memory. This panic factor often leads to "over-pulling" (launching into spikes) or "under-pulling" (falling into the pit).
π° The Pachinko Bonus
The game features a meta-layer for collecting coins to unlock new characters (Kongs). The bonus level is a Pachinko-style luck game, reinforcing the physics themeβonce the ball drops, it's all about gravity and collision bounces.
β FAQ
Does the character matter?
No, the 100+ unlockable characters (Monkey, Penguin, Burger, etc.) are purely cosmetic. The hitboxes and physics remain identical.
Why did I bounce off the peg?
You must grab it! The character automatically grabs if they are close enough, but if you launch too fast or miss the grab radius, you fall.