No.183 / 280Action & reflex · Movement & traversal

Low Slide Through Gaps

Drop low mid-sprint and slide, slipping under gaps while keeping your speed.

Prototype complexity
Who plays
Solo decisions
Design focus
Timing · Spatial · Dexterity
Titanfall 2No.183Titanfall 2

01The core loop

Action → feedback → next choice
  1. 01Sprint to build speed
  2. 02Crouch to start sliding
  3. 03Pass under the obstacle
  4. 04Stand or jump out

↻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

    Sprinting at 7 m/s, the player sees a 1 m-high gap 6 m ahead, with cover behind it that pursuers can't see.

  2. T2

    Turn 2 · The player chooses

    They start the slide 2 m before the gap.

  3. T3

    Turn 3 · The feedback

    They pass through still at 5 m/s, jump onto the cover, and pursuers must detour around the gap.

  4. T4

    Turn 4 · The next decision

    The next gap sits after an uphill, where slides lose speed faster, so they must recalculate the start point.

How it plays

A slide triggers only above a speed threshold, shrinking your hitbox so you fit under gaps you can't walk through; friction slowly bleeds speed. Jumping out at the right moment carries speed into the air. Sparks, scraping audio and a lowered camera provide feedback.

What the player weighs

  • Sliding keeps speed but makes steering hard.
  • Starting early slides further, but too early stalls before the gap.

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

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

03One mechanic, different implementations

Titanfall 2
T

Titanfall 2

P1

Crouching mid-sprint triggers a slide, and sliding on landing then jumping preserves or even builds speed, a foundation of pilot movement.

Dying Light 2 Stay Human
D

Dying Light 2 Stay Human

P2

Sliding while running gets you under low obstacles and gaps, useful for crossing cluttered streets without slowing during chases.

The difference worth noticing

Titanfall 2 treats sliding as a core speed tech; Dying Light 2 uses it more as a contextual move through obstacles.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Low Slide Through GapsMovement & traversal+

When an enemy telegraphs a high sweep, let players slide under it to reach their back, turning a read into a reposition.

Prototype this combo in Yoroll

→Follow the next idea

Movement & traversal

Grapple Swing and Release

Hook on, ride the arc, and let go at the right moment to fling yourself forward.

Prototype complexity
Who plays
Solo decisions
  1. 01Aim at an anchor
  2. 02Hook on and swing
  3. 03Release at the right point
  4. 04Carry speed into next hook
Titanfall 2 · Dying Light 2 Stay Human
Movement & traversal

Wall-Jump Traversal

Walls become stairs: kick off one surface, steer, and catch the next.

Prototype complexity
Who plays
Solo decisions
  1. 01Cling to slow your fall
  2. 02Kick away with jump
  3. 03Steer toward the next wall
  4. 04Chain kicks or land
Super Meat Boy · Hollow Knight
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
  1. 01Spot the danger zone
  2. 02Dodge at impact
  3. 03Pass through, reposition
  4. 04Counter from behind
Hades · Dead Cells
yorollGAMEPLAY ATLAS

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

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