Mobile Defender
Every defense has gaps, and you are the piece that runs over to fill them.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Dexterity · Planning · Risk
No.086Thronefall01The core loop
Action → feedback → next choice- 01Monitor the defense
- 02Spot a weak point
- 03Rush in personally
- 04Stabilize and move on
↻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 left gate faces 20 enemies against two towers; on the right, 5 enemies are wrecking an undefended farm. Crossing the map takes the hero 8 s.
- T2
Turn 2 · The player chooses
Judging the towers can hold, the player rushes right to save the farm.
- T3
Turn 3 · The feedback
The hero kills the 5 and saves the farm, but the left gate loses half its durability.
- T4
Turn 4 · The next decision
Next day they add a small tower on the right so the hero can focus on the left.
How it plays
Alongside fixed defenses, the player controls a hero who can move and fight anywhere things get tight. The hero's speed, damage and health are limited and they can only be in one place, so players judge which breach most needs them. Minimap alerts and damage warnings signal where to go.
What the player weighs
- Hold the main front, or rush to a minor flank breach.
- Invest in hero growth, or in fixed defenses.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Thronefall
Players control a mounted ruler who fights directly and can lead units at night, the most flexible part of the defense; a fallen ruler respawns after a delay.

Sanctum 2
Players fight in first person, running through the maze to add damage where the tower layout is weak.
The difference worth noticing
Thronefall's hero leans toward leading and charging; Sanctum 2 lets players add damage through shooter gunplay.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Make the hero's attacks, blocks and sprinting share one stamina bar, so rushing to a breach leaves less for the fight.
Prototype this combo in Yoroll→Follow the next idea
Build by Day, Defend by Night
Spend on growth by day, and the night tests whether you spent wisely.
- Prototype complexity
- Who plays
- Solo decisions
- 01Gather resources by day
- 02Invest in buildings and units
- 03Repel enemies at night
- 04Count losses and replan
Countering Enemy Resistances
Some enemies shrug off damage, others are invisible; only prepared counters stop them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Preview incoming enemies
- 02Identify resistances
- 03Prepare counters
- 04Test and refine the mix
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



