Absolute Radiance
Hollow KnightA golden glow outlines the next side of the spike floor before spikes emerge. The arena-wide patch differs from Kern's small disc, but the safe warning precedes the dangerous state at a committed location.
Kern marks one fixed disc. Its outline and eight small runes are a harmless warning. A ring contracts to the marked radius; the disc ignites on a fixed beat and stays dangerous briefly. Tavi walks fully outside before ignition. The danger ends before Kern resets. Time, not proximity or renewed aim, triggers it.
Kern plants one visible rune beneath Tavi. The outlined disc and its extent are harmless.
Autoplay is disabled by the reduced-motion setting. Use the timeline slider to inspect the loop.
Tune placement, warning duration, collision radius, ordinary walking distance, active lifetime, and recovery as separate controls.
Show the complete disc, not a tiny rune at its center. Lock the location at placement and keep the warning harmless until the stated ignition beat.
Measure from the starting point through the full disc radius plus the player's body radius. Tavi's ordinary walk reaches clear ground before activation; the countdown must cover that route.
Switch from outline to solid glow precisely at activation, maintain a constant hitbox while lit, and visibly extinguish it before signaling recovery.
If the outline already hurts, the promised delay is false. Keep the preview non-damaging and test the precise activation frame.
Moving the disc after placement steals the announced route. Lock the coordinate, and introduce tracking as a separate, clearly signaled rule.
Placement ends at 1.6 s, ignition begins at 2.9 s, and danger expires at 4.0 s in this diagram. Expose these times independently instead of stretching every phase with one speed multiplier.
An 82-unit hazard radius with a 24-unit player body needs a center distance greater than 106 units. The illustrated target is 135 units from the rune's center.
The eight satellite marks and shrinking ring stay centered on one planted rune. They communicate remaining time without changing the actual collision radius.
Later phases may shorten the countdown or alter the active lifetime, but announce the new cadence before relying on it. Adding multiple sites creates a different spatial problem.
Kern presses a stone seal into the arena. Its eight glyphs brighten while the outer ring contracts, so the delayed detonation reads as a rule of the world rather than an invisible timer.
The demonstration needs only ordinary walking. A dash can add a faster answer, but it must not be the sole way to leave the announced circle before ignition.
A timed rune activates after a fixed interval regardless of player proximity. A mine waits for a trigger; a marked-area strike is a brief impact; a lingering hazard emphasizes duration after an initial hit. Here the main question is whether the player can use the visible delay to leave a committed area.
A golden glow outlines the next side of the spike floor before spikes emerge. The arena-wide patch differs from Kern's small disc, but the safe warning precedes the dangerous state at a committed location.
Bomb Boulders occupy visible positions before detonating. Their multiple locations and sequential explosions make a richer pattern; the reusable ingredient is a placed object that becomes dangerous on a later beat.
Icicle Impact previews circles before ice falls on them. Unlike Kern's sustained rune, each drop is brief and can resolve in a sequence; the example isolates the readable interval between a fixed-area warning and its activation.
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