A personal spread marks several players for simultaneous area hits. Each normally takes their own hit; standing inside another player's zone adds one more. Show markers early enough for ordinary movement, then resolve each hit once. The circles may intersect without extra damage if no other player stands inside them.

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Mark and separateAt 0.65 seconds Kern marks all three players with radius-110 circles. The two allies move from the center to reachable side positions. Their circles still intersect, but no body touches a foreign circle: center distances are 135 and full-body clearance requires more than 134.
Spread Kern's three rune marks, then compare a cramped formation Kern marks Tavi and two identical allies. They separate until each body is outside the other two circles, then each takes one hit. On a second warning the allies close in; Tavi takes three hits and falls while the others take two. Health bars and a one-slash-one-slash-one versus two-slash-three-slash-two hit count reveal the rule. Boss Player

At 0.65 seconds Kern marks all three players with radius-110 circles. The two allies move from the center to reachable side positions. Their circles still intersect, but no body touches a foreign circle: center distances are 135 and full-body clearance requires more than 134.

Implementation checklist

Specify marked IDs, follow-versus-lock behavior, radius and body collision, simultaneous resolution, duplicate prevention, cumulative damage, reachable spacing, retry reset, and multiplayer telemetry.

Core checks

Three questions for the mechanic

  • What exactly is unsafe?

    Give every mark a stable owner and one circle. At contact, test each living player's full collision shape against each marked zone. The owner's own hit is expected; a body inside another owner's zone receives that extra source. Two circles may share pixels while both owners stand clear.

  • When do positions become final?

    Define whether zones follow owners until contact or lock beforehand, and communicate that choice. Snapshot all marked positions on the same resolution frame, derive one hit list per player, and apply each source once by encounter and hit ID. Do not let network callbacks turn one impact into several.

  • Can the group reach a safe layout?

    Measure the arena's usable width, mark radius plus full body radius, movement speed, warning duration, and obstacles. Here a 135-unit separation clears a 110-unit zone plus 24-unit body, while a 70-unit separation does not. Compare hit counts and health, then reset the entire roster on retry.

Design mistakes

  • Rejecting every intersecting outline

    Painted circles can overlap in empty space. Calling that a failure needlessly demands impossible spacing in a compact arena. Check whether a foreign body intersects a zone, with the same collision radius used by damage.

  • Collapsing simultaneous hits into one

    If a player stands in three marked areas, one capped hit erases the coordination consequence. Retain separate source IDs in the hit ledger, apply each only once, and show the total and surviving health.

Tuning

Tune the attack

  • Budget space and time together

    Test worst-case initial grouping, ordinary travel distance, a player's full body, blocked corridors, and latency. The clear distance in this example is greater than 134 units; leave a small tolerance beyond that mathematical edge.

  • Keep opposite coordination rules distinct

    A shared-damage stack rewards entering one marker; a personal spread rewards leaving foreign markers. Give the two signals different silhouettes and a transition interval before asking a group to reverse direction.

  • Instrument each source

    Record encounter ID, hit ID, marked IDs, final positions, body radius, source-to-target intersections, per-player damage, health before and after, and duplicate callbacks. Test an exact boundary, downed or absent targets, crossing motion, and retry.

Arena

  • Three runes need three pockets of space

    Kern puts a rune over Tavi and two companions. The first pulse finds them spread enough to carry only their own sparks. The second pulse catches them crowded together, and their separate sparks stack on Tavi.

Player upgrades

  • Show both ownership and consequence

    Use distinct marker tips, persistent outlines, visible hit counts and health values. Keep labels readable without color or audio, preserve the result on a paused timeline, and provide reachable spacing on a narrow screen without changing the encounter rule.

Do not confuse this with

  • Several personal hits, not one shared hit

    A stack has one total damage budget split among bodies in a marked area. A personal spread creates a separate hit from every marked owner; crowding adds damage rather than dividing it. A fixed tower instead asks for occupancy of a world-anchored zone.

Bosses that use this mechanic

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