An absorption power-up converts a specified player action into a boss resource, not just negated damage. Kern's core accepts two sword pulses, shows each unit, and spends both on a wider shockwave. Tavi sees the transfer, clears the announced radius, and uses the spent-core recovery. Input, cap, payoff, and exit must be readable.

Open boss builder
See the accepting coreKern opens a marked rune core at 0.6 s. Tavi's sword sends a short energy pulse; contact at 1.65 s makes the pulse vanish into the core, with no boss-damage flash.
Follow two absorbed pulses into one empowered release A stone boss presents a rune core to a sword-bearing player. Two separate sword pulses converge on the core and light one pip each. The full core announces a broad circular shockwave, which the player clears before it activates. Both pips extinguish as the ring releases; the player returns during the open recovery. Boss Player

Kern opens a marked rune core at 0.6 s. Tavi's sword sends a short energy pulse; contact at 1.65 s makes the pulse vanish into the core, with no boss-damage flash.

Implementation checklist

Specify accepted attacks, charge increments and cap, empowered hitbox, safe response, and the spent state.

Core checks

Three questions for the mechanic

  • What can be absorbed, and what is gained?

    Mark the accepting core, its active interval, and the eligible attack class. In this example only a sword pulse that touches the core adds one of two visible pips; the pulse does not also damage Kern. A missed, melee, or out-of-window hit must resolve by its ordinary rule. Test the charge cap so extra hits cannot silently make an unbounded attack.

  • Does charge visibly change the next threat?

    Keep a stable mapping from stored pips to the empowered move. Two absorbed pulses authorize one wider ring, not an immediate invisible retaliation. Preview its outer radius from 2.95 s, activate it only from 3.55–3.94 s, and test Tavi's full body at the slowest expected movement speed.

  • How does the boss leave the powered state?

    Spend the pips when the ring releases, close the core at 4.2 s, and expose a useful recovery. Tavi's 4.96 s sword strike demonstrates that the boss does not keep absorbing after the payoff. Also test the no-feed branch: the boss must not wait forever for the player to donate energy.

Design mistakes

  • A blocked hit is mistaken for ordinary armor

    If the incoming pulse disappears without a transfer cue or count change, the player cannot tell whether it was absorbed, resisted, or missed. Animate energy into the core and update a persistent, countable charge marker at contact.

  • More charge means an unannounced hitbox

    An amplified effect that suddenly covers extra space violates the learned response. Show the final radius before damage begins, preserve a reachable outside edge, and cap both charge and payoff.

Tuning

Tune the attack

  • Track a resource, not a cosmetic color

    Store each accepted collision as a deterministic charge increment. Rendering, damage, and the subsequent move must read the same capped state. Seeking backward should restore the earlier pip count without accumulating hits twice.

  • Make feeding a deliberate tradeoff

    If the player can choose not to send an eligible pulse, give that choice an ordinary attack or positional benefit. If feeding is required to progress, signal that requirement and ensure the charged result is still respondable.

  • Separate input, wind-up, and release

    The accepted pulse stops at the core. The later shockwave is a new boss-owned attack with its own preview, active window, and collision. It is neither the same projectile reflected back nor permanent damage resistance.

  • Test the edge conditions

    Check a pulse that arrives exactly as the core closes, simultaneous eligible hits, charge at cap, interruption during wind-up, death during charge, reduced motion, and a player body standing at the ring's outer boundary.

Arena

  • A stone battery with two rune sockets

    Kern's chest core is a single simple shape with two slots. Each absorbed sword pulse flies visibly into one slot. Once both glow, a floor ring previews the powered release; both slots darken when it fires, keeping the rule legible without extra scenery.

Player upgrades

  • Respect Tavi's sword and ordinary movement

    The example uses a short sword pulse so the transfer can be seen, but its trigger could be any clearly taught attack class. The ring's edge is reachable by ordinary movement, and the later sword hit uses Tavi's existing melee verb rather than a special counter item.

Do not confuse this with

  • Stored energy, not a returned shot

    Attack reflection changes the ownership and direction of one incoming shot. Damage-type resistance changes how much damage lands. Absorption power-up consumes eligible input, increments a boss resource, and pays it off in a later, separately announced move.

Bosses that use this mechanic

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