I-Frame Dodge
For a brief moment your dodge ignores damage, letting you pass straight through attacks.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Timing · Dexterity · Spatial
No.023Hades01The core loop
Action → feedback → next choice- 01Spot the danger zone
- 02Dodge at impact
- 03Pass through, reposition
- 04Counter from behind
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
The boss fires a ring of bullets; the player has 2 dash charges with 0.15 s of invulnerability each.
- T2
Turn 2 · The player chooses
The player dashes into the ring and slips through to the boss.
- T3
Turn 3 · The feedback
The character flickers translucent, no damage number appears, one charge remains.
- T4
Turn 4 · The next decision
The player lands three hits and uses the last charge to escape.
How it plays
The start of a dodge grants invulnerable frames, followed by recovery or a cooldown. Players learn to dodge through attacks rather than just away from them. I-frame length, cooldown and charges set how forgiving it is.
What the player weighs
- Dodge now to survive vs. save it for a bigger attack
- Dash inside for damage vs. stay outside for safety
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Hades
The dash is snappy with brief invulnerability; mirror talents add extra charges, and some boons make dashes deal damage or deflect shots.

Dead Cells
Rolling avoids most attacks and passes through enemies, so it doubles as a way to get behind foes or clear wide hits.
The difference worth noticing
Hades treats the dash as a build surface that boons modify; Dead Cells keeps the roll as a fixed baseline move.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Add an i-frame dash to a box-pushing puzzle: you can dash through falling traps, but landing shoves a crate one tile, so routes must be planned.
Prototype this combo in Yoroll→Follow the next idea
Style Score for Variety
Repeating one move drains your score; mixing it up earns the top rank.
- Prototype complexity
- Who plays
- Solo decisions
- 01Start a combo
- 02Switch to new moves
- 03Style rank climbs
- 04Avoid hits to keep it
Action Point Budget
Each unit gets a few actions per turn; moving and shooting come from the same pocket.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check remaining actions
- 02Choose move or attack
- 03Spend and resolve
- 04Plan the next unit
Cover and Flanking
Cover keeps you safe until someone walks around it.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check where cover faces
- 02Move to a flanking angle
- 03Gain an accuracy bonus
- 04Guard against counter-flanks



