A directional shield tests an attack's origin against the boss's guarded facing, not all-around immunity. The boss fixes a frontal guard; the player's first sword strike rebounds, then a walk around the edge opens a side hit. The visible block teaches the boundary without cancelling the sword or requiring invulnerability.

Open boss builder
Raise and aimKern lifts a stone shield and marks a front-facing sector of about 52 degrees to either side. Tavi faces him with an ordinary sword.
Test the shield angle Kern raises a rune-cut stone shield in a marked frontal sector. Tavi strikes it from the front and a visible spark shows the block. Kern keeps the same facing while Tavi walks around the right edge and strikes the exposed side. The glowing guard ends, the shield lowers, and both return to their starting positions. Boss Player

Kern lifts a stone shield and marks a front-facing sector of about 52 degrees to either side. Tavi faces him with an ordinary sword.

Implementation checklist

Tune guard angle, facing lock, sword reach, side-route distance, block feedback, and recovery as one legible rule.

Core checks

Three questions for the mechanic

  • What does the shield actually cover?

    Resolve the attack's incoming angle relative to Kern's committed facing. This example blocks only within plus or minus 0.9 radians, roughly 52 degrees on each side. Draw the same two boundaries that the hit rule uses; do not secretly block from behind.

  • Can the player observe the failed route?

    At 2.05 seconds Tavi attacks from the front within a 132-unit reach. Show the sword meeting the stone plate, a distinct impact flash, and no boss damage. A silent miss would make the rule look like broken hit detection.

  • Is the alternate route achievable?

    Tavi travels 110 units right and 105 units upward from 2.22 to 3.4 seconds without a dash. At (390, 430), her sword remains within reach but arrives about 90 degrees from the shield's facing, so the strike at 3.55 seconds lands.

Design mistakes

  • The painted edge and block test disagree

    A narrow visual shield paired with a broad invisible immunity cone rejects a plausible flank. Derive the guard rim and angle test from the same half-angle; check borderline attacks on both edges.

  • The boss tracks a player who already committed

    If Kern instantly rotates with Tavi after raising the shield, the right-side route disappears. Lock facing for this beat or give turn-rate and re-aiming their own clear signals and timings.

Tuning

Tune the attack

  • Bound the guarded sector

    The lower-facing shield uses a 0.9-radian half-angle and a 132-unit attack reach. A front strike 105 units below Kern is blocked; a strike 110 units to his right is within reach but outside the guarded sector.

  • Make a block different from a whiff

    Keep the sword, shield, and collision flash visible together at 2.05 seconds. A blocked hit should give a clear material response, while the successful flank should cause a different body reaction.

  • Preserve ordinary movement

    The demonstrated route is 215 units long and takes 1.18 seconds, about 182 units per second on average. Leave comparable floor space outside the guarded edge; never make a special dash the only route unless it is an explicit prerequisite.

  • End protection before recovery is called open

    The guard remains active through the side hit and turns off at 3.85 seconds. Its bright boundary then disappears while the physical shield lowers; the following recovery is not mislabeled as another blocked interval.

Arena

  • One slab, one readable side

    Kern raises a rune-cut stone plate in front of his chest. Its lit arc shows where a sword will stop, while the rest of his body remains plainly uncovered. A spark at the slab and a separate stagger at the side make the two outcomes easy to compare.

Player upgrades

  • Keep weapon choice and movement useful

    Test short and long melee ranges against the same angular boundary. A longer sword may connect from farther away, but should not ignore the shield merely because its tip is distant. If a build gains shield-break or piercing, present it as an optional second response rather than silently disabling the basic flank.

Do not confuse this with

  • Direction is not a health phase

    An invulnerability phase blocks every approach for a period; a directional shield blocks only incoming attacks from a facing sector. A weak point adds a positive target to hit, while a directional shield first defines a negative surface to avoid. Reflecting a projectile is a further effect, not required by this rule.

Bosses that use this mechanic

Learn more

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