Forced scrolling replaces waiting with a visible pace contract. At 0.5 seconds, Kern lights the lower edge and route rune. From 1.25–4.25 seconds, landmarks move down at a fixed rate while the lower edge is dangerous. Tavi climbs ahead, reaches the stop rune, and earns a bounded sword opening only after clearing the route.

Open boss builder
Announce the moving frameAt 0.5 s the lower boundary pulses, upward arrows appear, and the stop rune remains visible near the top. The warning identifies direction, deadline, failure edge, and destination before the world begins to move.
Signal the pace before the frame starts moving A fixed rectangular camera frame contains a dangerous lower strip, downward-moving stone platforms, an upward route, Kern within the lower current, and sword-bearing Tavi climbing toward a stop rune before countering. Boss Player

At 0.5 s the lower boundary pulses, upward arrows appear, and the stop rune remains visible near the top. The warning identifies direction, deadline, failure edge, and destination before the world begins to move.

Implementation checklist

Implement scroll velocity, camera bounds, trailing danger, player-relative clearance, authored route gates, failure handling, and the stop condition as one deterministic system.

Core checks

Three questions for the mechanic

  • What moves without player permission?

    Choose whether the camera, arena, vehicle, flood, wall, or route moves, and store its velocity independently from player input. Derive scenery motion and the trailing failure edge from that same value. The example scrolls 310 diagram units over three seconds; no catch-up system silently changes speed.

  • How much pace margin exists?

    Measure the slowest valid route from the last safe start, including acceleration, jumps, recovery, required interactions, and a full collision body. Compare that duration with the moving edge, then reserve readable slack for correction. Test low-mobility builds and accessibility options rather than tuning only against an expert shortcut.

  • How does the scroll stop?

    Tie the end to an observable world event: crossing a gate, activating an anchor, completing a lap, or reaching a stable arena. Freeze or hand off the camera before opening the boss to damage. In the example, the top rune turns safe at 4.25 seconds and the sword window begins only after Kern emerges.

Design mistakes

  • The camera starts before the rule is readable

    Unexpected motion can hide the route and make failure feel like camera control loss. Show direction, speed class, trailing edge, and next destination first; delay collision until the player can perform one meaningful movement response.

  • The player can be crushed by two unrelated deadlines

    A fixed scroll combined with an unannounced blocker, stun, cutscene, or closed gate can remove all valid pace margin. Audit every authored interruption against the trailing edge and either pause the scroll, provide a protected pocket, or guarantee clearance.

Tuning

Tune the attack

  • Keep camera coordinates and world coordinates separate

    Scroll motion changes presentation, not necessarily simulation. Store threats, platforms, and gates in world space, then project them through the camera. Screen-bound hazards such as the lower strip need an explicit conversion so their collision does not drift when zoom, shake, or split-screen changes.

  • Author recovery pockets

    Long forced routes need places where attention and movement can briefly settle without breaking the pace. Widen a platform, simplify one jump, reduce boss pressure, or momentarily match the route to player speed. These pockets are rhythm controls, not hidden checkpoints.

  • Define multiplayer and death behavior

    Decide whether the frame follows the leader, group center, slowest player, or a fixed rail. Specify rescue, tether, off-screen indicators, respawn placement, and whether one death pauses the route. A shared camera must not let one player unknowingly erase another player's safe space.

  • Test the complete presentation stack

    Verify narrow and ultrawide aspect ratios, camera shake, zoom, subtitles, HUD safe areas, motion reduction, slow motion, pause, checkpoints, streaming stalls, and reverse entry. Inspect the first warning frame, last recoverable frame, stop transition, and loop seam.

Arena

  • Kern drives a rune current through the tower

    Kern awakens a current that drags every stone landmark downward while a sealing rune waits above. Reaching that seal arrests the flow and pulls the elemental into the arena, explaining the fixed direction, the dangerous lower edge, and the final opening.

Player upgrades

  • Let Tavi read route speed rather than fight camera input

    Tavi keeps ordinary movement and uses the same sword as elsewhere. The challenge is to choose and execute a route faster than the authored scroll, while the sword becomes useful only after the stop condition converts forward progress into a counter window.

Do not confuse this with

  • A frame rule, not simply a chase

    Chase herding uses an actor or threat to steer movement and may react to distance. Forced scrolling advances the frame or playable route on its own schedule even when the player hesitates. A boundary attack enters from an edge for a bounded strike; forced scrolling makes continued relation to that edge the rule.

Bosses that use this mechanic

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