Getwrecked

Two cranes. Two wrecking balls. One shared keyboard. Swing until somebody's tower comes down.

GetWrecked: two cranes swing wrecking balls in front of a sunset skyline

Game concept

Wreck their tower before they wreck yours

GetWrecked is a two-player physics game played on one keyboard. Each player runs a construction crane on top of an unfinished skyscraper, with a wrecking ball hanging from the end of its arm. You control only one thing: which way the arm swings. The chain, the weight of the ball and the crash are left to physics.

The brief was to make a game where physics is the mechanic, not decoration. I wanted something two friends could pick up in seconds, shout at each other over, and still never fully control, so no two rounds play out the same way.

Brief

Physics game, NID

Genre

Local versus brawler

Platform

PC · Unity 2D

Players

2, one keyboard

Design pillars

Two keys each

Physics does the work

Every hit is felt

Best of three

Core loop

Swing. Smash. Topple.

A match is best of three rounds. Every round opens on a countdown (3, 2, 1, WRECK!) and both cranes come alive at once.

You swing the arm back and forth to build momentum, then bring the ball down on the other tower. Blocks crack, break and knock their neighbours loose, until one tower is gone and the round goes to whoever is still standing.

The WRECK! call that starts a round
A MATCH ISBEST OF 3first to two roundsCountdownSwingSmashCrackToppleRound won3 · 2 · 1 · Wreck!Still standing?Swing againNext round2 wonMatch won

Core mechanics

Two keys, one crane

A

D

Red crane

Swing the red arm left or right.

←

→

Yellow crane

Swing the yellow arm left or right.

Esc

Pause

Stop the match and pick it back up.

Swing the arm

Swing the arm

Holding a key drives the crane arm around its hinge. Let go and it goes slack, so knowing when to stop matters as much as when to start.

A ball on a chain

A ball on a chain

The ball hangs from a jointed chain. It lags behind the arm, swings past where you aimed and lands with a dead, heavy thud instead of bouncing.

Tower blocks

Tower blocks

Every block in a tower has its own health. Hits draw cracks across it and a red bar shows how close it is to breaking.

Chain reactions

Chain reactions

A block that breaks shoves and damages the blocks around it, so one clean hit can bring down half a tower.

Losing a round

Losing a round

You lose the round when your tower is wrecked, or when your own crane or chain hits the ground.

Best of three

Best of three

First to two rounds wins. The score sits at the top of the screen and every round win gets its own banner.

Game feel

Making every hit hurt

The rules of GetWrecked fit in one sentence. Most of the work went into the half second after the ball connects, so a heavy ball actually feels heavy.

01

Hit-stop

On a big break the game freezes for a split second, so the impact lands before anything moves again.

02

Camera shake

The shake grows with the speed of the ball and settles quickly, so small taps stay small.

03

Slow motion

When the last block of a tower goes, time slows down and the camera eases in to watch it fall.

04

Debris and dust

Chunks, dust and sparks burst out of every break, scaled to how hard the block was hit.

05

Cracks

Cracks are drawn onto each block from the point of impact and branch further with every blow.

06

Sound

Metal clangs, pipe bangs and a low thud when a tower breaks, capped so a big collapse never turns into noise.

Visual world

A fight on the skyline

The match happens high above the city, on two skyscrapers still under construction, one in red steel and one in yellow. Behind them a low sun sets over a 1930s-style skyline. The backdrop stays in soft purples and peach, so the two team colours are always the brightest things on screen.

Red crane

Red crane

Yellow crane

Yellow crane

From grey box to sunset

The first playable had the cranes, chains and towers working on a flat background. Later builds layered on the sunset city, the cracks and impact effects, and the best-of-three match with its countdown and round banners.

First playable, December 2025

First playable, December 2025

Final build

Final build

Background explorations

Blueprint skyline

Blueprint skyline

Construction city

Construction city

Closing reflection

Thanks for swinging by

GetWrecked taught me how much of a game lives outside its rules. Swing, hit, knock the tower down: that part worked early. Making a hit feel like a hit took time

Physics game brief, NID. Made in Unity 2D.

© All rights reserved.

© All rights reserved.

© All rights reserved.

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