- 01Read committed attacks
- 02Compare threatened targets
- 03Choose limited counters
- 04End the turn and verify
Visible enemy intent
Enemies commit to and display upcoming actions. Players change positions or state before resolution, solving multiple threats with limited actions.
The player's decision
Save the most threatened unit or use one move to invalidate two attacks?
Original scenario
Original setup: one enemy sweeps a row while another targets a building. Reposition the first into the second's line to protect the building and redirect danger.
Start with this prototype
Build five-by-five, two enemy intents and two actions per turn. Preview targets and order; protect a building for three rounds. Allow turn-local undo and define target locking. Omit hit-chance randomness.
Change one variable
Increase interactions between threats rather than merely their count.
What to observe in a playtest
Do resolved targets match the preview, with stable ordering for simultaneous events?
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
Silent retargeting breaks the promise. Any intent change needs a visible trigger rule.
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
Every enemy attack is telegraphed, inviting a counter each turn.
- Phantom Brigade
Timeline prediction extends intent planning into continuous action timing.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build five-by-five, two enemy intents and two actions per turn. Preview targets and order; protect a building for three rounds. Allow turn-local undo and define target locking. Omit hit-chance randomness.
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.