A decoy makes the player choose a target. Kern splits into a solid body and a similar rune mirror. Only the real body has a complete grounding rune and contact hitbox; the mirror's broken ring is a stable tell. Tavi reads it, approaches the real body, and swings the sword. The mirror fades during recovery.

Open boss builder
Announce the splitKern's rune divides into two announced positions. One solid Kern walks left; a dim copy moves right. Neither branch teleports into place.
Inspect the decoy Kern separates into a solid body on the left and a translucent rune copy on the right. A complete grounding rune identifies the real body; the copy has a broken ring and no collision. Tavi moves to the real Kern, swings the sword, and the copy dissolves. Boss Player

Kern's rune divides into two announced positions. One solid Kern walks left; a dim copy moves right. Neither branch teleports into place.

Implementation checklist

Specify the false target's presentation, interaction rules, readable identity cue, decision window, and cleanup.

Core checks

Three questions for the mechanic

  • What makes the false target believable?

    Match enough of the boss's silhouette, placement, and timing to invite a choice. Announce the split before either copy becomes a target; do not introduce an identical body in a single unreadable frame.

  • How can the real target be identified?

    Give the real body a consistent observable property before the attack commitment. Pair the solid versus broken grounding rune with motion or interaction feedback; color alone cannot carry the answer.

  • What does each attempted hit do?

    Define damage, collision, lock-on, hit confirmation, and resource cost separately for the real boss and the decoy. Show the result immediately and remove the false body on an explicit timer or trigger.

Design mistakes

  • The answer is random

    If no repeatable cue distinguishes the bodies, choosing correctly is a guess. Keep the same tell across repetitions or clearly signal when the rule changes.

  • A fake target consumes an expensive attack without feedback

    A decoy can punish commitment, but a spent resource must produce an immediate distinct miss, break, or reveal. Do not silently ignore the input.

  • The decoy shares an invisible hitbox

    An intangible copy that still damages on contact contradicts its presentation. If a variant is dangerous, announce and model that threat separately instead of borrowing the real body's collision.

Tuning

Tune the attack

  • Separate identity from appearance

    Track a stable realBodyId and decoy IDs, then derive targeting, damage, collision, and UI from those identities. Rendering a duplicate sprite must not duplicate the real health pool by accident.

  • Budget the decision window

    Measure time from visible split to the point where Tavi must spend a sword attack. Include travel, camera framing, and cue recognition; let the player verify the tell before commitment.

  • Provide redundant tells

    Use the full versus broken rune, solidity or motion, and hit feedback together. Test grayscale, low contrast, a small screen, and reduced motion so target identity survives without a color-only cue.

  • Resolve both branches cleanly

    Specify whether a struck decoy vanishes, shatters, or stays. When the phase ends, remove its visual, targetability, and any associated effects together; never leave a phantom lock-on target.

Arena

  • What the mechanic communicates

    Kern presses a rune into the floor, and its reflection steps out beside him. The original remains grounded; the copy's ring is visibly fractured. When Tavi commits to the real body, the borrowed outline unravels.

Player upgrades

  • Adapt it to the player verbs

    Tavi's ordinary movement and sword are sufficient: observe the tell, reach the real body, and commit one swing. If the game adds lock-on, projectiles, or area attacks, decide whether these bypass the identification test and retune the window accordingly.

Do not confuse this with

  • Keep the mechanic distinct

    A decoy's main job is to redirect targeting. A summon adds an independently meaningful enemy; a clone that deals full damage is an additional attacker; a phase swap changes the boss's broader rules. Here the false body is an intangible target trap, not a second boss.

Bosses that use this mechanic

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