- 01Read the guard
- 02Choose angle or position
- 03Check the block result
- 04Switch before the response
Directional defense
Defense covers only part of the attack space. Attack direction or relative position determines whether protection can be bypassed.
The player's decision
Change attack direction to draw a guard or spend time moving behind the defender?
Original scenario
Original setup: a shield covers the front half-circle and turns one beat late. Repeated frontal attacks fail; feints or circling create an opening.
Start with this prototype
Build a guard dummy and three attack directions. Align markers with poses; win with three unblocked hits. Explain attack/guard direction after a block and offer slow practice. Omit network multiplayer.
Change one variable
Tune guard-turn delay: too fast becomes guessing, too slow removes observation.
What to observe in a playtest
Can the pose communicate guard direction, and are input mappings consistent and explainable?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Unannounced left/right changes after camera rotation turn defense into a coordinate-system trap.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- For Honor
Developer notes expose guard angles, dead zones and rotation as tunable input concerns.
- Mount & Blade II: Bannerlord
The developer discusses readable directional animations while preserving movement and blocking control.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a guard dummy and three attack directions. Align markers with poses; win with three unblocked hits. Explain attack/guard direction after a block and offer slow practice. Omit network multiplayer.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.