Absolute Radiance
Hollow KnightAbsolute Radiance demonstrates homing projectile in a 2D encounter. Identify lock-on and tracking strength through a marker, curved trail, or turning pose before the projectile reaches close range.
A projectile adjusts its heading toward the player after launch, creating a moving pursuit problem instead of a single predicted line.
Identify lock-on and tracking strength through a marker, curved trail, or turning pose before the projectile reaches close range.
Autoplay is disabled by the reduced-motion setting. Use the timeline slider to inspect the loop.
Tune the signal, commitment, geometry, response, and recovery of a homing projectile as one rule.
Identify lock-on and tracking strength through a marker, curved trail, or turning pose before the projectile reaches close range.
Allow sharp direction changes, cover, interception, outrunning, or redirection according to the game’s verbs, and establish when tracking stops.
Tracking ends at a communicated cutoff and the projectile expires or travels straight, ensuring the pursuit creates a finite response window.
Perfect turning with no lifetime or cutoff forces a specific exploit instead of supporting readable movement.
If the visible homing projectile cue promises a different area or timing, the player cannot carry the learned rule into the next cycle.
Tune speed, turn rate, tracking delay, lifetime, and collision size together; a slower projectile can still be inescapable with unlimited turning.
Combine weak homing with obstacles or stagger several lock times rather than simply raising turn rate to perfect tracking.
Tracking ends at a communicated cutoff and the projectile expires or travels straight, ensuring the pursuit creates a finite response window.
A projectile adjusts its heading toward the player after launch, creating a moving pursuit problem instead of a single predicted line. The encounter uses that rule as a short promise: a visible signal, a committed action, and a result the player can verify.
Allow sharp direction changes, cover, interception, outrunning, or redirection according to the game’s verbs, and establish when tracking stops. Tune speed, turn rate, tracking delay, lifetime, and collision size together; a slower projectile can still be inescapable with unlimited turning.
Perfect turning with no lifetime or cutoff forces a specific exploit instead of supporting readable movement. Do not hide that distinction behind extra effects or tracking that the announced rule does not contain.
Absolute Radiance demonstrates homing projectile in a 2D encounter. Identify lock-on and tracking strength through a marker, curved trail, or turning pose before the projectile reaches close range.
Shriek demonstrates homing projectile in a 2D encounter. Allow sharp direction changes, cover, interception, outrunning, or redirection according to the game’s verbs, and establish when tracking stops.
Ziva the Engineer demonstrates homing projectile in a 3D encounter. Tune speed, turn rate, tracking delay, lifetime, and collision size together; a slower projectile can still be inescapable with unlimited turning.
Found an inaccuracy or have a suggestion for this page? Propose an edit on GitHub