No.023 / 280Action & reflex · Combat & tactics

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
HadesNo.023Hades

01The core loop

Action → feedback → next choice
  1. 01Spot the danger zone
  2. 02Dodge at impact
  3. 03Pass through, reposition
  4. 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.

  1. 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.

  2. T2

    Turn 2 · The player chooses

    The player dashes into the ring and slips through to the boss.

  3. T3

    Turn 3 · The feedback

    The character flickers translucent, no damage number appears, one charge remains.

  4. 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

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Hades
H

Hades

P1

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

Dead Cells
D

Dead Cells

P2

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?

Fusion · Original design proposal · not an existing feature
I-Frame DodgeCombat & tactics+

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

Combat & tactics

Style Score for Variety

Repeating one move drains your score; mixing it up earns the top rank.

Prototype complexity
Who plays
Solo decisions
  1. 01Start a combo
  2. 02Switch to new moves
  3. 03Style rank climbs
  4. 04Avoid hits to keep it
Devil May Cry 5 · Bayonetta
Combat & tactics

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
  1. 01Check remaining actions
  2. 02Choose move or attack
  3. 03Spend and resolve
  4. 04Plan the next unit
XCOM 2 · Gears Tactics
Combat & tactics

Cover and Flanking

Cover keeps you safe until someone walks around it.

Prototype complexity
Who plays
Solo decisions
  1. 01Check where cover faces
  2. 02Move to a flanking angle
  3. 03Gain an accuracy bonus
  4. 04Guard against counter-flanks
XCOM 2 · Gears Tactics
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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