No.202 / 280Action & reflex · Aiming & projectiles

Lining Up Piercing Shots

One shot through three enemies—once you've got them in a line.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Planning · Optimization
TerrariaNo.202Terraria

01The core loop

Action → feedback → next choice
  1. 01Read enemy positions
  2. 02Move to line them up
  3. 03Fire a piercing shot
  4. 04Count the pass-throughs

↻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

    Six bugs rush down a tunnel; your shot pierces 3 targets and takes 1.5 s to reload.

  2. T2

    Turn 2 · The player chooses

    You back up to the tunnel's center and wait for them to bunch into a line.

  3. T3

    Turn 3 · The feedback

    The first shot pierces 3, the second drops 2, and you melee the last one.

  4. T4

    Turn 4 · The next decision

    The next wave comes through an open cave, spread out, and piercing loses its edge.

How it plays

Piercing shots pass through several targets, losing damage or remaining pierce per hit. You reposition so enemies fall into a line, best in corridors or against charges. Piercers usually fire slowly or have little ammo.

What the player weighs

  • Waiting for a perfect line pays most, but enemies keep closing
  • Piercers excel on lines but struggle against spread-out foes

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

Terraria
T

Terraria

P1

Many arrows, bullets and magic bolts pierce multiple enemies, valuable against crowds and long segmented bosses.

Deep Rock Galactic
D

Deep Rock Galactic

P2

Certain mods like blowthrough rounds and tools like the Breach Cutter pass through multiple bugs, great in tunnels during swarms.

The difference worth noticing

Terraria leans on piercing versus segmented bosses and crowds; Deep Rock stresses using terrain to line up swarms in co-op.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Lining Up Piercing ShotsAiming & projectiles+

Combine with forced movement: shove or pull enemies into a line, then fire one piercing shot for a setup-and-reap combo.

Prototype this combo in Yoroll

→Follow the next idea

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

Draw–Discard Combat Cycle

Draw a hand, play it, discard it; the deck's cycle is the fight's heartbeat.

Prototype complexity
Who plays
Solo decisions
  1. 01Draw a hand
  2. 02Spend energy to play
  3. 03Discard at turn end
  4. 04Reshuffle and repeat
Slay the Spire · Monster Train
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
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