Heave Ho

The Best Bad Grip in Couch Co-op

by Le Cartel Studio

Adventure gameSteamSwitch$2.49

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

Heave Ho is an Adventure game for Steam and Nintendo Switch. It's short, punishing late on, and thin alone, so it earns a recommendation for the right group rather than everyone. It scores 7.2 out of 10 — Good.

7.2Good#424 of 624 Adventure games

How it scored How we score

  • Design7.5
  • Innovation7.5
  • Value7.5
  • Utility6.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Heave Ho turns two floppy arms and a bottomless pit into a genuinely funny, chaotic couch co-op design.

Released Aug 29, 2019

The verdict

It’s short, punishing late on, and thin alone, so it earns a recommendation for the right group rather than everyone.

What we liked

  • Smart co-op design: grabbing teammates creates real emergent teamwork
  • Consistent, trustworthy physics built to make failure feel fair and funny
  • Quick respawns and short levels keep the frustration low early on
  • Bright, readable art and a large, goofy cosmetic wardrobe
  • Hidden coins add optional depth for skilled groups

What could be better

  • Thin and lonely as a single-player experience
  • Late-game difficulty spikes can frustrate mixed-skill groups
  • Short campaign with limited long-term content
  • PC online play relies on Remote Play Together, not native netcode
  • No assist options for casual players stuck on late levels

Cheaper than 99% of the 585 Adventure games we price-check.

Is it for you?

Best for

  • Friend groups and families who regularly play couch co-op on a single screen
  • Switch owners looking for a party game that works right away
  • Fans of Human: Fall Flat, Gang Beasts or Overcooked who enjoy physics comedy
  • Couples or pairs who like a cooperative challenge that tests their communication

More reviewed in Adventure

Overview

Some games want you to master them. Heave Ho wants you to fail loudly, in front of your friends, and then try again. Developed by Montreal’s Le Cartel Studio and published by Devolver Digital, the label best known for odd indie hits and gleefully unhinged press conferences, Heave Ho is a physics-based party platformer for one to four players. It launched on August 29, 2019, on Steam and Nintendo Switch, at a paid price of $2.49.

The premise fits on a napkin. You play a round, wobbly head attached to two long, noodle-like arms. Each arm is controlled separately, and each hand grabs or lets go on its own command. To finish a level, you swing for momentum, grab a ledge, reach for the next hold and pull yourself toward the exit without dropping into the pit below. That’s the whole verb set. Everything else comes from physics and other people.

The game sits in a crowded part of the market. Overcooked, Human: Fall Flat, Gang Beasts and Pico Park all compete for the same Friday-night slot, and they all run on the same idea: clumsy controls plus shared goals produce comedy. Heave Ho’s angle is the clearest of the bunch. Your body is the tool, your friends’ bodies are tools too, and the most important skill is knowing when to hold on.

The market has noticed. The game holds a Metacritic score of 76, a solid mark for a niche title. The praise centers on the same thing: it’s built to be one of the funniest local co-op games around. So are the complaints: it’s lonely in single-player, the late game turns harsh, and it ends sooner than you’d like. Both reputations look deserved on paper.

Key features

  • Independent Two-Arm Control: Each hand is mapped to its own input. Grabbing, releasing and swinging are manual, so every move is a small act of coordination, and often of failure.
  • Human Chains and Mid-Air Rescues: Players can grab each other to build bridges, swing a teammate across a gap, or catch a falling friend at the last second. This is the core of the game.
  • Themed Worlds with Escalating Hazards: Later stages add moving obstacles, collapsing blocks and long gaps that demand precise, coordinated timing.
  • Hidden Gold Coins: Optional collectibles placed in risky spots give skilled groups a reason to push past “just reach the exit.”
  • Versus Mode: The same physics turned into a competitive race, where sabotage is a valid tactic.
  • Deep Cosmetic Customization: A large wardrobe of silly outfits, hats and faces, which matters more than it should once four players start building identities.
  • Remote Play Together (Steam): Online sessions are possible on PC through Valve’s streaming feature instead of native netcode.

Analysis

The Gameplay Loop: Reach, Grip, Pray

Heave Ho’s core loop is built on deliberate input friction. In most platformers, the designer’s job is to remove the gap between intent and action. Mario jumps when you press jump. Heave Ho widens that gap on purpose. Wanting to reach a ledge is easy. Building the swing, timing the release and closing the right hand at the right moment is not.

Solo, this plays as a dexterity puzzle built on a pendulum rhythm: build momentum with one arm anchored, release at the top of the arc, and reach with the other. The design’s most important achievement is consistency. Physics comedy only works when players can trust the simulation. If outcomes feel random, the laughter turns into resentment, and Heave Ho’s predictable physics are built to keep failure feeling like the player’s fault rather than the engine’s.

The loop is short: try, fall, respawn, try again. Levels are compact, single-screen spaces, so a failed attempt costs seconds, not minutes. That pacing is designed to make the high failure rate bearable.

Co-op: Where the Design Actually Lives

Add a second player and Heave Ho becomes a different game. Then a third. Then a fourth.

The killer mechanic is that players are grabbable objects. Your friend is part of the level itself. They’re terrain, rope and safety net. A group facing a wide gap might send its most confident player out on a swing while the others form an anchored chain behind them. When it works, it’s a small piece of improvised engineering. When it doesn’t, and someone lets go a beat too early, the whole chain drops into the pit together. The design treats that outcome as just as entertaining.

This is the game’s real insight: failure is shared and readable. Everyone can see exactly who let go and when. That produces the yelling the marketing promises, but it’s built to be good-natured yelling, because blame is always one respawn away from redemption. The mid-air catch, where one player grabs a falling friend at the last possible moment, is designed to be the genre’s classic “you had to be there” moment.

It also creates a real social dynamic. Groups develop roles without being told to: the anchor, the swinger, the one who always falls. Few party games manage emergent teamwork this cleanly with this few rules.

Difficulty Curve: A Steep Final Climb

The late-game difficulty is a real design issue. Early worlds teach patiently. Later ones stack moving obstacles, collapsing blocks and long gaps that demand frame-tight timing from several players at once. Since the slowest link sets the pace in co-op, a mixed-skill group can hit a wall where the funniest game in the room turns into the most tense one.

That isn’t automatically a flaw. Plenty of groups will treat the late game as a mountain to climb. But it puts the game at odds with its party audience. The players most likely to pick up Heave Ho, casual groups and family gatherings, are the least likely to enjoy its final stretch. The hidden gold coins address the other end well by adding optional depth for skilled players. Nothing equivalent exists for struggling groups, such as an assist mode or a gentler path to the credits.

Single-Player and Versus

Solo play works mechanically, but the design is emotionally hollow without company. The physics are just as good. What’s missing is the audience, and Heave Ho is a game that needs one. Without someone to catch you or laugh at you, it becomes a precise but thin climbing puzzle. Bought for solo play, it will likely disappoint.

Versus mode is a smart reuse of the systems. Racing the same physics produces a different kind of chaos, built on grabbing an opponent’s leg (well, arm) instead of lending them a hand. It’s a good palate cleanser between co-op sessions, but it’s a side dish rather than a reason to buy.

Length and Longevity

The game is fairly short, and the replay value depends on the group. Coin hunting and versus add some mileage. Still, this is a product to return to when friends visit, not one that fills a month of evenings. At $2.49, that’s an easy deal to justify, as long as expectations are set correctly.

Visuals & performance

Heave Ho’s art direction is bright, flat and readable: bold colors, clean shapes and characters built for slapstick. That’s a functional choice as well as an aesthetic one. With four players flailing on one screen, legibility comes first, and the design makes it easy to tell which noodle-armed blob is yours. The cosmetics help here too. A player in a ridiculous hat is much easier to track than one of four color-swapped clones.

The UI stays out of the way, which is right for a party game. Onboarding is light because the controls are simple to explain. Executing them is the hard part.

The physics simulation is the real technical showcase, designed to be stable and predictable enough to build trust, which is the foundation the whole design rests on. The game’s modest visual demands also make it light on hardware. This is not a game that needs a gaming rig.

Platform nuances

Nintendo Switch is arguably Heave Ho’s natural home. The console’s couch-first design, shared Joy-Cons and portable mode match the game’s social core. Bringing it out at a gathering takes almost no setup. The caveat is controls: a game built around two independent triggers per player is most comfortable on a full controller. Groups splitting Joy-Cons should expect the arm-juggling to feel more cramped, which adds yet another layer of chaos for better or worse.

Steam (PC/Mac) offers the most flexibility, with one big asterisk. The game is designed for local play with gamepads, and a PC hooked up to a TV makes a fine party machine. Online play, though, depends on Remote Play Together, Valve’s streaming solution, rather than native netcode. That means inheriting the trade-offs of streaming: the host’s upload bandwidth and every remote player’s latency feed directly into a game where grab timing is everything. For a precision physics game, that’s a real compromise. The sensible plan is couch play first, remote sessions as a bonus. Keyboard play is possible, but a controller is strongly recommended.

Final verdict

Heave Ho knows exactly what it is. Le Cartel Studio built one very good idea, two arms, independent grips and teammates you can grab, and refined it until the physics could carry the comedy. With four people on one couch, it’s a strong party game, and its design is built to produce the kind of shared disaster people retell for years.

Its limits are just as clear. It falls flat alone, its late game asks more than its target audience may want to give, and it’s over fairly quickly. PC players hoping for real online play will find Remote Play Together a workable stopgap rather than a fix.

None of that undercuts the core recommendation, but it does scope it. If you have the people, this is an easy buy. If you don’t, there’s nothing here for you.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Le Cartel Studio
Publisher
Devolver Digital
Released
Aug 29, 2019
Price
$2.49
Genres
Adventure, Indie
Metacritic
76

Questions about Heave Ho

Is Heave Ho worth it?

Heave Ho knows exactly what it is. Our editors scored Heave Ho 7.2 out of 10, which puts it in our Good band.

Why does Heave Ho score 7.2 out of 10?

With a score of 7.2 out of 10, Heave Ho lands in our Good band. Design is its strongest category at 7.5 out of 10. Utility is the weakest at 6.0.

What do our editors like most about Heave Ho?

Smart co-op design: grabbing teammates creates real emergent teamwork. Consistent, trustworthy physics built to make failure feel fair and funny.

What do our editors say is Heave Ho's biggest weakness?

Thin and lonely as a single-player experience. Late-game difficulty spikes can frustrate mixed-skill groups.

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