Chase herding turns pursuit into a controllable rule instead of a long run behind an untouchable target. At 0.5 seconds Kern reveals a route, distance band, and capture rune. From 1.15–3.75 seconds Tavi stays close, then takes an inside line that steers Kern into the rune. Vulnerability begins only after capture.

Open boss builder
Reveal route and distanceAt 0.5 s the capture rune, three route checkpoints, and inner and outer distance rings appear. The player can read where the chase ends and how close pressure must remain before either actor moves.
Show the destination before asking for pursuit A quarry corridor shows Kern following a stone causeway toward a jawed capture gate while Tavi uses an upper stone shortcut. Two faint distance rings track the boss, three inlaid checkpoint stones mark the chase, and capture opens a sword response. Boss Player

At 0.5 s the capture rune, three route checkpoints, and inner and outer distance rings appear. The player can read where the chase ends and how close pressure must remain before either actor moves.

Implementation checklist

Implement the boss route, player-relative distance band, steering response, catch-up protection, endpoint test, and post-capture vulnerability as one deterministic system.

Core checks

Three questions for the mechanic

  • What relationship advances the chase?

    Define the exact distance or relative position that counts as pressure. Use a band rather than one threshold so small oscillations do not repeatedly start and stop the boss. Decide whether dropping outside pauses progress, starts catch-up assistance, resets a checkpoint, or ends the attempt; never hide that consequence in camera behavior.

  • How can the player steer instead of merely follow?

    Map approach angle to a limited, predictable response: the boss may choose the opposite lane, expose an inner turn, avoid a marked side, or enter the next route branch. Clamp turn rate and evaluate steering at readable decision points. A faster route should come from spatial understanding, not from noisy frame-by-frame pursuit AI.

  • What proves the chase is complete?

    Use an observable endpoint such as a bridge, pen, trap, ledge, grounded state, or capture rune. Test the boss body against the full destination volume, then stop locomotion before enabling damage. Preserve the endpoint across camera cuts and checkpoints so players can connect their positioning to the resulting opening.

Design mistakes

  • The boss perfectly mirrors every correction

    Continuous reactive steering can produce an endless orbit in which good positioning is cancelled instantly. Sample player influence at authored gates, cap the response, and leave an inside route that creates measurable progress.

  • Falling behind turns into unrecoverable empty travel

    If the boss can leave the camera or exceed the player's maximum speed, the mechanic stops testing route choice. Add bounded catch-up behavior, wider recovery lanes, checkpoint holds, or a clear reset instead of asking the player to run through dead space.

Tuning

Tune the attack

  • Separate target speed from steering authority

    Tune base speed, acceleration, turn rate, and player influence independently. The boss can remain faster on a straight while still being catchable through shorter lines; steering should change route topology without secretly rewriting the distance budget.

  • Make progress visible at more than one scale

    Use a destination marker for global progress, route gates for medium progress, and a distance band for immediate control. If one cue leaves the camera, another must still explain whether the player is gaining, losing, or steering successfully.

  • Protect the camera and collision contract

    Keep both actors, the next useful turn, and the endpoint cue readable while speed changes. Specify off-screen indicators, body collision, mount or vehicle width, slope handling, and what happens when the player overtakes the boss.

  • Test alternate mobility and failure recovery

    Measure the chase with slower builds, accessibility assists, multiplayer spacing, missed turns, knockback, and one intentional stop. Validate the last recoverable distance and the longest acceptable reset, not only a perfect expert line.

Arena

  • Kern carries an unstable rune core toward the seal

    Kern retreats through the ruin while the awakened core repels Tavi at close range. The only stable seal lies at the route's end, so Tavi keeps pressure and approaches from the inside to make the elemental choose the marked passage.

Player upgrades

  • Let Tavi win with route choice before using the sword

    Tavi keeps ordinary movement and the familiar sword. The chase rewards reading turn radius and cutting a shorter line; the sword becomes relevant only after the capture rune converts spatial control into a bounded damage window.

Do not confuse this with

  • A moving relationship, not an independent camera deadline

    Forced scrolling advances the frame on an authored schedule even if the player stops. Chase herding advances because the player maintains a relationship to a moving boss and influences its route. Escape phase reverses the immediate goal: survival and reaching safety matter more than converting pursuit into boss vulnerability.

Bosses that use this mechanic

Learn more

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