No.105 / 280Action & reflex · Stealth & identity

Dragging and Hiding Bodies

Taking out a guard is half the job; hiding him is the other half.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Spatial · Risk
HITMAN World of AssassinationNo.105HITMAN World of Assassination

01The core loop

Action → feedback → next choice
  1. 01Drop an isolated enemy
  2. 02Drag them at slow speed
  3. 03Stash them in cover
  4. 04Confirm nobody saw

↻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

    You drop a guard in a courtyard; the next patrol passes in 8 s. A closet is 6 s away, a bush 3 s away but near the path.

  2. T2

    Turn 2 · The player chooses

    You pick the closet, carry for 6 s, and duck into its shadow with 2 s to spare.

  3. T3

    Turn 3 · The feedback

    The patrol passes without noticing; the closet icon flips to 'full'.

  4. T4

    Turn 4 · The next decision

    That closet is now unavailable for the next takedown, so you'll need another spot.

How it plays

A downed enemy left in place will be found and trigger an alarm. Carrying slows you and blocks some actions, and hiding spots like crates, bushes or wells have limited capacity. A found body keeps the area on high alert for a long time.

What the player weighs

  • Dragging farther is safer but keeps you exposed longer
  • Each stash spot fits one or two; using it removes a fallback

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

HITMAN World of Assassination
H

HITMAN World of Assassination

P1

Bodies go into closets and crates with limited room; a discovered body draws security and can make targets relocate.

Desperados III
D

Desperados III

P2

Characters shoulder bodies into bushes or wells; strong Hector hauls more easily, and unbound KO'd enemies wake up.

The difference worth noticing

HITMAN's cleanup is a solo chore; Desperados III lets a squad split carrying and lookout duty.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Dragging and Hiding BodiesStealth & identity+

Tie bodies to carry weight: hauling one fills your capacity, so you stash gear first and come back for it later.

Prototype this combo in Yoroll

→Follow the next idea

Stealth & identity

Disguise Access Rights

Every outfit unlocks a different map, but someone always sees through it.

Prototype complexity
Who plays
Solo decisions
  1. 01Locate the needed outfit
  2. 02Subdue or steal to change
  3. 03Enter newly allowed zones
  4. 04Avoid those who see through
HITMAN World of Assassination · Shadow Tactics: Blades of the Shogun
Stealth & identity

Knockout Timers and Pinning

A knockout isn't permanent; the moment they wake is your deadline.

Prototype complexity
Who plays
Solo decisions
  1. 01Knock an enemy out
  2. 02Wake timer starts
  3. 03Pin or bind to extend
  4. 04Finish before they wake
Invisible, Inc. · Desperados III
Stealth & identity

Peek Before You Commit

Look before you open the door, at the cost of time and a little exposure.

Prototype complexity
Who plays
Solo decisions
  1. 01Stop at a door or corner
  2. 02Pay to peek
  3. 03Gain local intel
  4. 04Enter or detour
Thief · Invisible, Inc.
yorollGAMEPLAY ATLAS

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

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.