No.106 / 280Action & reflex · Stealth & identity

Queued Simultaneous Strikes

Give every squad member one queued move, then fire them all at once.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Timing · Spatial
Desperados IIINo.106Desperados III

01The core loop

Action → feedback → next choice
  1. 01Pause and read the scene
  2. 02Queue one action each
  3. 03Trigger together
  4. 04Check for survivors

↻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

    Three guards see each other; you have two characters, each able to handle one.

  2. T2

    Turn 2 · The player chooses

    You lure the third away first, then queue both characters on the remaining two.

  3. T3

    Turn 3 · The feedback

    Both drop at once, unwitnessed; the third returns 4 s later to an empty post and grows suspicious.

  4. T4

    Turn 4 · The next decision

    Hide the bodies before he's back, or queue another ambush.

How it plays

A planning mode pauses or slows time while you set one action and target per character. On execute, all actions happen simultaneously, clearing enemies who watch each other. If one fails, the others can be witnessed.

What the player weighs

  • More queued actions mean cleaner kills but longer setup exposure
  • Committing everyone leaves no one to cover a miss

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

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

03One mechanic, different implementations

Desperados III
D

Desperados III

P1

Showdown Mode pauses the game to set one action per character, then triggers them together; a single saved action can act as a ready trigger.

Shadow Tactics: Blades of the Shogun
S

Shadow Tactics: Blades of the Shogun

P2

Shadow Mode stores one action per character and fires them on command, the main answer to mutually watching guards.

The difference worth noticing

The mechanics are close; Desperados III's Showdown offers full pause and broader action types, making planning more relaxed.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Queued Simultaneous StrikesStealth & identity+

Like kitchen handoffs, one character's queued action passes a body to another, and the combo only lands if the handoff lines up.

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

Dragging and Hiding Bodies

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

Prototype complexity
Who plays
Solo decisions
  1. 01Drop an isolated enemy
  2. 02Drag them at slow speed
  3. 03Stash them in cover
  4. 04Confirm nobody saw
HITMAN World of Assassination · Desperados III
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
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.