- 01Read spacing
- 02Choose impact or placement
- 03Resolve targets in radius
- 04Compare damage and leaks
Splash damage and crowd density
One impact affects nearby targets; value depends on spacing and impact position.
The player's decision
Hit the dangerous leader or center the blast on more targets?
Original scenario
Original: eight enemies form two groups; a fixed-damage mortar near a bend can cover two path segments.
Start with this prototype
Build a bend, two fixed spacing patterns and a repositionable mortar. Show blast radius and hit count; limit leaks and replay shots from the same setup.
Change one variable
Vary only spacing to isolate density's effect.
What to observe in a playtest
Test radius boundaries and duplicate hits from multiple colliders.
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
Total damage can hide leaks; visual blasts must match collision radii.
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.
- Mindustry
Flak and other bullets define separate splash damage and radius for comparison with direct hits.
- Dungeon Defenders
Developer notes tune mortar damage and defense radii separately, distinguishing output from coverage.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a bend, two fixed spacing patterns and a repositionable mortar. Show blast radius and hit count; limit leaks and replay shots from the same setup.
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.