An instant-kill condition ends the current attempt when one explicit rule becomes true instead of subtracting ordinary damage. Because health, defense, and healing cannot soften that result, the condition needs early redundant warning, a reachable answer, a precise commitment moment, and exactly one authoritative resolution.

Open boss builder
Signal one lethal condition and prove its ordinary answerKern marks a fixed execution seal at 0.30 s. Tavi's full body clears its 92-unit radius before the first resolution at 0.98 s, so the condition evaluates false and no health, result, or reward changes. The empty trap remains visible before Tavi returns.
Clear Kern's first execution seal, then inspect the same unresolved condition Kern arms a circular stone execution trap beneath Tavi. Six rune-carved blades count down around its exact danger area. Tavi fully clears the first activation, then stands inside the second. The blades close over the crouching player while the heart and full health strip above remain intact, showing that the attempt ends from the condition rather than ordinary damage. Boss Player

Kern marks a fixed execution seal at 0.30 s. Tavi's full body clears its 92-unit radius before the first resolution at 0.98 s, so the condition evaluates false and no health, result, or reward changes. The empty trap remains visible before Tavi returns.

Implementation checklist

Define the lethal condition, eligible targets, telegraph and lock times, complete-body danger geometry, valid answers, immunity and revival exceptions, result ownership, camera and input behavior, multiplayer authority, and tests that distinguish a deliberate execution from merely very high damage.

Core checks

Three questions for the mechanic

  • What exact fact ends the attempt?

    Express the rule as one testable predicate: inside the seal at resolve, crushed between two solid bodies, uncleansed when Doom expires, or hit while a special encounter state is active. Snapshot every input at the lock moment. Do not implement the result as an arbitrary damage number that future health, armor, shields, or difficulty scaling may accidentally survive.

  • What reachable answer does the warning promise?

    Budget signal recognition, movement, network latency, camera recovery, and the whole collision body before commitment. State whether the answer is leaving geometry, facing away, cleansing, interrupting, taking cover, or satisfying an earlier objective. Test the slowest legal build and every control mode without silently requiring an optional dodge upgrade.

  • How is one terminal result made fair and deterministic?

    Resolve the condition once on the encounter authority, reserve a stable result id, cancel duplicate hit and reward paths, and preserve the cause through defeat and replay. Specify invulnerability, revival, co-op rescue, rollback, simultaneous victory, phase transition, and late-join behavior. A result that bypasses health must not also emit misleading damage events.

Design mistakes

  • A lethal version reuses a normal attack without a stronger signal

    If the same shape sometimes removes health and sometimes ends the attempt, color alone is not enough. Add a pre-attack state, unique silhouette, boundary treatment, cadence, sound, caption, and persistent rule cue before the response window begins.

  • Execution is implemented as extreme damage

    A large damage value interacts unpredictably with shields, percentage reduction, temporary health, cheats, difficulty modifiers, and future balance changes. Resolve the explicit terminal condition directly, then emit one cause-specific result with zero ordinary damage.

Tuning

Tune the attack

  • Separate warning, commitment, resolution, and aftermath

    The telegraph may be harmless and track a target; the lock freezes its inputs; resolution evaluates once; aftermath disables further combat and keeps the cause readable. Store these as distinct states so late frames, rollback, and accessibility announcements cannot disagree.

  • Test complete geometry and worst-case response time

    Clearance uses the player's full collision volume, not its center or feet. Sweep spawn points, camera angles, movement penalties, controller dead zones, latency, animation locks, and arena obstruction. If ordinary movement is promised, leave a measured margin rather than a frame-perfect edge.

  • Price severity with frequency and recovery cost

    One lethal check can create useful focus; frequent or overlapping checks can erase experimentation and make retries dominate playtime. Measure warning-to-resolution time, failure rate after recognition, time lost per failure, checkpoint distance, and whether the mechanic appears during visual or input overload.

  • Define exceptions before content multiplies

    Decide whether invulnerability, dodge procs, shields, revival, companions, scripted phase protection, or accessibility assists may answer the condition. Expose every permitted exception and reject every forbidden one consistently instead of relying on whichever damage hook runs first.

Arena

  • The seal judges position, not endurance

    Kern's six runes close around one fixed circle. The first time, Tavi crosses its edge and the pattern breaks harmlessly. The second time, the last rune locks while Tavi remains inside; the full health mark is crossed rather than drained, making the encounter rule itself the cause of defeat.

Player upgrades

  • Preserve the rule while widening perception and response

    Offer larger boundaries, longer warning, reduced flashes, unique audio, captions, haptics, and a preview option. Difficulty and accessibility settings may lengthen the response, reduce simultaneous demands, allow one recovery token, or replace the result with severe damage, but the selected policy must be stated before the check and remain consistent.

Do not confuse this with

  • A terminal predicate, not merely a one-hit attack

    High damage still travels through the ordinary health and mitigation model, even when it usually removes all remaining health. An instant-kill condition directly chooses a terminal result when its predicate is true. Status buildup may feed such a predicate, but accumulation and its final consequence remain separate mechanics with separate timing and feedback.

Bosses that use this mechanic

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