- 01Read positions and terrain
- 02Predict displacement
- 03Push, pull or swap
- 04Resolve collisions and threats
Displacement and terrain
Actions push, pull or swap units. Position changes can alter routes, attack lines or terrain effects, giving low-damage actions strategic value.
The player's decision
Deal direct damage or move the enemy off its attack line or into a hazard?
Original scenario
Original setup: a six-health enemy takes two damage from attacks, but a nearby vent erupts next turn. Push it onto the vent and block its escape.
Start with this prototype
Build four-by-four, a one-cell push, a basic attack and one telegraphed hazard. Defeat the enemy in two turns. Show endpoints and collision/fall rules; allow undo and omit elaborate knockback chains.
Change one variable
Vary hazard delay to compare immediate payoff with next-turn setup.
What to observe in a playtest
Are walls, allies and board edges handled clearly? Does undo restore hazard timing?
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
Define blocked pushes consistently: cancel, damage only or collision damage. Do not let animation order decide.
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.
- Into the Breach
Weapons distinguish damage, pushing and tossing, sometimes affecting several positions.
- Fights in Tight Spaces
The design emphasizes hand, momentum, position and using the environment against opponents.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build four-by-four, a one-cell push, a basic attack and one telegraphed hazard. Defeat the enemy in two turns. Show endpoints and collision/fall rules; allow undo and omit elaborate knockback chains.
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.