
Game intel
All Hands on Deck
All Hands on Deck is a local co-op game. Play as a pair, act like one! This adventure requires cooperation. Combine and use various items together in this play…
At the Wholesome Games Celebration in mid-2025, Studio Mantasaur’s pun-packed demo of All Hands on Deck took me by surprise. By transforming Rock-Paper-Scissors into a full-fledged puzzle platformer, the game turns a simple childhood diversion into a cohesive mechanic that pulls you in from your first gesture. My partner and I slipped Paper through a breakable grate to unearth a hidden vine, then switched to Scissors to snip it just as a bouncing rubber duck drifted into view. That “aha!” moment demonstrated that this isn’t a gimmick—it’s a delightfully crafted dance of two hands working in unison.
What elevates All Hands on Deck is how integral the gesture system is to level design. Faced with a rotating fan blade, we slid Paper through its slats to sneak behind it before swapping to Rock and smashing a nearby pillar. In another challenge, we timed Scissors to sever a rope bridge precisely as a Paper hand glided across its newly freed span—our coordination felt like choreographing a tiny, gratifying ballet.
The sound design amplifies each move: Rocks emit a satisfying grumble, Paper rustles in a gentle whisper, and Scissors snap sharply, all synchronized perfectly with on-screen actions. That audio feedback cements the sense that you are truly wielding these gestures, not just toggling icons.

Cooperation is at the heart of the experience. My demo partner and I quickly learned to communicate clear calls—“Hold Paper for me!” or “Rock incoming!”—especially during tense gadget sequences. The UI discreetly highlights which hand is poised for which gesture, reducing confusion when both players hustle to solve simultaneous puzzles.
Despite a slight rubber-banding hiccup on distant servers, online play felt stable. Locally, split-screen sessions ran smoothly at a locked 60 FPS. Hitboxes are forgiving, so accidental overlap—one hand trying to smash while the other slips under rubble—rarely forces a full restart. Puzzles start simple, acting as a primer for gestures, then layer in moving platforms, timed hazards, and pressure plates that demand split-second teamwork.

The handcrafted toybox aesthetic is full of personality. Each room feels like a child’s bedroom come to life: background drawings of robots and rockets, gears clicking overhead, and rubber ducks bobbing in water streams. Cosmetic unlocks—top hats, pirate bandanas, novelty spectacles—don’t change gameplay but add irresistible flair. I couldn’t help but laugh when Lefty sported a tiny wizard hat while Righty donned a clown nose, reminding me that whimsy matters as much as challenge.
Under the hood, the Unity Engine combined with FMOD audio handled split-screen at a steady 60 FPS on high settings. Online sessions stayed mostly smooth, though we spotted occasional rubber-banding when both players fired gadgets simultaneously. Studio Mantasaur assures us netcode patches are coming, so I’m optimistic these small stutters will disappear before launch.

Co-op puzzle platformers have blossomed in recent years—from PHOGS!’ adorable tug-of-war to Untitled Goose Game’s delightful chaos. What sets All Hands on Deck apart is its literal “two-handed” approach, woven into every nook of level design. Studio Mantasaur hints at more gesture-gadget combos in later chapters—magnetic puzzles, wind zones, and water currents are all on the tease board. If these additions maintain the demo’s polish, the game could become a staple on every co-op lover’s wishlist.
All Hands on Deck’s demo proves that turning Rock-Paper-Scissors into a puzzle mechanic is more than a cheeky idea—it’s a clever, intuitive system wrapped in a charming toybox world. Cooperative play becomes a dance of synchronized gestures, complete with audible cues and forgiving hitboxes. While the depth beyond demo levels remains to be seen, puzzle fans and party-game enthusiasts should already be charting a course for Q3 2025 on Steam.
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