No.104 / 280Action & reflex · Stealth & identity

Sound Lures

Make a noise somewhere else and walk the guard off your path.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Timing · Information
HITMAN World of AssassinationNo.104HITMAN World of Assassination

01The core loop

Action → feedback → next choice
  1. 01Spot the blocking guard
  2. 02Pick a noise spot
  3. 03Guard leaves to check
  4. 04Slip through the gap

↻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

    Two guards flank a door. You hold 2 coins with a 5 m noise radius.

  2. T2

    Turn 2 · The player chooses

    You toss one coin 4 m from the left guard and 7 m from the right.

  3. T3

    Turn 3 · The feedback

    Only the left guard walks over and stands with his back to the door for 6 seconds.

  4. T4

    Turn 4 · The next decision

    The right guard remains; spend your last coin or find another way within 6 seconds.

How it plays

Noises have a radius; guards inside walk to the source, linger a few seconds, then return. Lures are limited or on cooldown, and a noise too close raises suspicion. The radius ring shows on impact so you can predict who gets pulled.

What the player weighs

  • Louder lures pull more guards, including ones you wanted left alone
  • Spending a lure now leaves none for a harder spot later

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

Coins are thrown to draw NPCs, and you can also switch on radios or rattle objects; the drawn NPC lingers at the source.

Desperados III
D

Desperados III

P2

Cooper throws a coin and Hector whistles enemies toward himself or a trap, with the noise radius shown on screen.

The difference worth noticing

HITMAN treats lures as environmental tools anyone can use; Desperados III splits lure types across characters.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Sound LuresStealth & identity+

Borrow fishing's cast placement: the lure's landing surface—water, grass, metal—changes how far the same throw carries.

Prototype this combo in Yoroll

→Follow the next idea

Stealth & identity

Rising Alert Stealth Routes

Guards don't spot you instantly; suspicion builds, and you reroute inside that buffer.

Prototype complexity
Who plays
Solo decisions
  1. 01Read patrols and sightlines
  2. 02Commit to a route
  3. 03Suspicion meter climbs
  4. 04Break contact or reroute
Dishonored · HITMAN World of Assassination
Stealth & identity

Moving Through Light and Shadow

Shadow is your armor; every lamp is a problem to solve.

Prototype complexity
Who plays
Solo decisions
  1. 01Read the light map
  2. 02Advance through darkness
  3. 03Deal with blocking lights
  4. 04Watch your visibility gauge
Thief · Mark of the Ninja
Stealth & identity

Hiding Spots and Exit Timing

Getting in is easy; picking the right moment to come out is the game.

Prototype complexity
Who plays
Solo decisions
  1. 01Find cover under pressure
  2. 02Hide and watch
  3. 03Wait for a patrol gap
  4. 04Exit and advance
HITMAN World of Assassination · Thief
yorollGAMEPLAY ATLAS

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

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