A boundary attack makes the arena edge part of the threat rule. A left rune marks Kern's entry from 0.55 seconds and fixes one horizontal lane. Tavi clears it before the 1.72–2.28 second crossing, then approaches only after Kern strikes the opposite wall. The cue, camera, collision, and opening all refer to the same boundary event.

Open boss builder
Mark the entry edgeAt 0.55 s the left boundary rune expands and previews one fixed horizontal corridor. Tavi begins moving upward while Kern remains staged outside the playable rectangle; the warning identifies side, direction, width, and release timing.
Show the edge before danger enters from it A rune-marked stone boss waits partly beyond the left edge of a rectangular arena. A boundary rune and horizontal warning lane appear, the sword-bearing player moves above it, the boss crosses to the opposite wall, and later returns visibly around the outside. Boss Player

At 0.55 s the left boundary rune expands and previews one fixed horizontal corridor. Tavi begins moving upward while Kern remains staged outside the playable rectangle; the warning identifies side, direction, width, and release timing.

Implementation checklist

Implement the boundary source, entry cue, committed lane, active crossing, exit state, camera support, and return route as one explicit sequence whose collision matches its visible geometry.

Core checks

Three questions for the mechanic

  • How is the unseen source identified?

    Pair the boundary with a directional cue that remains readable before the attacker enters: a rune, shadow, dust wake, portal, silhouette, sound pan, or camera lead. The cue must identify the exact edge and distinguish a crossing lane from an arena-wide effect. In the example, the left rune starts 1.17 seconds before collision.

  • When does the boundary become dangerous?

    Keep warning and collision in separate states. The dashed corridor is information only; the solid lane is active from 1.72–2.28 seconds and uses the same stored centerline and width. End collision when Kern hits the opposite wall, not when the effect fades, so the promised opening begins on an observable event.

  • What must the camera preserve?

    The player needs enough view and time to locate the origin, understand direction, and move a full collision shape clear. Clamp or lead the camera so the cue cannot sit behind UI or outside the frame. For multiplayer and split views, replicate one committed source and provide equivalent world-space signals to every participant.

Design mistakes

  • The first evidence is the hit

    An off-screen attacker that becomes visible only after contact tests memory or luck rather than spatial reading. Move the signal inward, extend the warning, pan the camera, or reserve the attack for a boundary the player can currently inspect.

  • Every edge is treated as dangerous

    A vague screen flash can make the whole perimeter feel unsafe and erase useful positioning. Mark one source, one direction, and one footprint; if several edges can activate, preview their order and leave a reachable response route.

Tuning

Tune the attack

  • Separate world boundary from screen boundary

    An attack may originate beyond a physical wall, outside the navigation mesh, or merely outside the current camera. Store the world-space source first, then derive presentation for each camera; otherwise camera motion can silently move the perceived attack origin.

  • Reserve entry clearance

    Validate the lane against walls, platforms, summons, and player spawn points before commitment. Do not let another system place an unavoidable hazard in the only exit during the warning, and decide whether the source can be intercepted before it enters.

  • Author exits and recovery

    An attacker that leaves the playable area needs explicit targetability, collision, cooldown, and return rules. The example ends danger at wall impact, permits one sword hit, then shows Kern taking a non-damaging outer route back to the source.

  • Test aspect ratios and attention load

    Inspect narrow phones, ultrawide displays, camera shake, zoom, local co-op, subtitles, and HUD-safe areas. Verify the first warning frame, the last escapable frame, the first active frame, the exit, interruption, death, and loop seam.

Arena

  • The arena wall is a sealed rune gate

    Kern charges a rune beyond the left wall, breaks through the marked corridor, and lodges in the opposite seal. The same architecture explains the entry signal, the fixed lane, the impact opening, and the outer path used to reset.

Player upgrades

  • Let Tavi answer before Kern enters

    Tavi uses ordinary movement to leave the announced corridor, not invulnerability or an off-screen guess. After collision ends, the short approach to the lodged boss makes the sword relevant without turning the warning itself into an attack opportunity.

Do not confuse this with

  • An origin rule, not merely a wide attack

    A wide swing or beam may begin from a visible boss inside the arena. A boundary attack is defined by a source outside normal playable space and by the information needed to project that source inward. Forced scrolling moves the frame or arena continuously; teleport relocates without traversing the announced lane.

Bosses that use this mechanic

Learn more

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