A gaze check tests character facing relative to a named source, not camera direction or position alone. Here, turning away before the eye pulse prevents the effect; turning back too soon causes a hit. Other encounters check throughout a channel or switch the active threat with facing, so teach their timing separately.

Open boss builder
Read the eye and turnAt 0.70 seconds Kern reveals the eye. Tavi starts facing it, then turns away between 1.04 and 1.60 seconds. The arrow beside Tavi and the shared character rig show the same orientation used by the rule.
Turn Tavi away from Kern's rune eye Kern opens a rune eye above Tavi. Tavi turns their full body away for the first pulse and remains at 100 health. A second warning precedes a turn toward the eye; the next pulse strikes, reducing health to 10. The scene then explicitly resets. Boss Player

At 0.70 seconds Kern reveals the eye. Tavi starts facing it, then turns away between 1.04 and 1.60 seconds. The arrow beside Tavi and the shared character rig show the same orientation used by the rule.

Implementation checklist

Specify source position, target orientation, angular boundary and equality rule, snapshot or channel duration, warning cue, status and damage, one-hit identity, and a clean retry.

Core checks

Three questions for the mechanic

  • What orientation is tested?

    Name the source and measure the angle between the player's facing vector and the direction from player to source. This demo treats an angular difference of 90 degrees or less as looking; a larger difference is safe. Use the character's rendered facing, not an unrelated camera angle or a stale aim vector.

  • When does looking matter?

    Reveal the eye at 0.70 seconds and sample once at 2.20 seconds. Repeat the same rule at 4.30 seconds with a new hit ID. A successful turn avoids the first pulse; facing the source at the second pulse applies 90 damage once. A continuous channel would need repeated or continuous checks and must be labeled as such.

  • Can the player turn clearly in time?

    Budget the turn around movement, casting, controller input, and other threats. Test exactly on the 90-degree boundary, just beyond it, coincident source and target, invalid facing, repeated callbacks, and reset. Keep the eye and facing arrow legible without color or camera motion.

Design mistakes

  • Checking the camera instead of the character

    In third-person games, a player can look at the screen while the avatar faces away. Couple the collision rule to the avatar's facing and show that orientation in the rig.

  • Hiding the active instant

    An eye icon alone does not say whether the game samples once, for an animation window, or throughout a channel. Show the pulse or channel interval and delay the outcome until that rule is active.

Tuning

Tune the attack

  • Separate facing from distance

    Tavi stays at one point in both checks, making the result attributable to orientation. If distance or line of sight also matters, expose those additional tests rather than implying that the gaze is purely directional.

  • Control re-facing side effects

    Attacking, casting, or target lock may automatically rotate the character. Test whether these controls can accidentally turn the avatar toward the source during the check; offer a readable way to maintain the intended facing.

  • Instrument each sample

    Log source and target IDs, source bearing, facing angle, angular difference, hit ID, status application, health delta, and reset. Scrub across the boundary and replay the same input to confirm determinism.

Arena

  • One eye, two orientations

    Kern's rune eye opens. Tavi turns their back and its first flash passes. When the eye reopens, Tavi faces it: the flash finally finds a target.

Player upgrades

  • Make orientation legible without color

    Show the boss eye, an arrow fixed to Tavi's body facing, a visible pulse, a check or cross, and a health number. Keep the timeline and scene seekable with autoplay disabled.

Do not confuse this with

  • A facing test, not a sight line

    A line-of-sight hazard asks whether cover blocks a ray; a gaze check asks whether the target faces the source. Cuphead's Angel and Demon instead uses facing to change which side is harmful, while a sustained gaze can punish throughout a channel rather than at one pulse.

Bosses that use this mechanic

Learn more

Found an inaccuracy or have a suggestion for this page? Propose an edit on GitHub