A mine is a persistent object with at least three readable states: placed but safe, armed and triggerable, then spent or disarmed. Its location, trigger radius, arming moment, trigger condition, and lifetime must agree across visuals and collision.

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Place and arm the mineKern places a rune at one fixed point. Its full trigger circle and arming progress appear before collision becomes active.
Inspect a mine A looping diagram: the boss places one runic mine. Its circle arms, the player follows a curved route around the whole radius, then the mine disarms and the boss recovers. Boss Player

Kern places a rune at one fixed point. Its full trigger circle and arming progress appear before collision becomes active.

Implementation checklist

Design placement, arming, trigger geometry, route denial, and cleanup as one stateful rule.

Core checks

Three questions for the mechanic

  • Can the player read the state, center, and radius before arming?

    Show the placed object and its complete trigger circle while it is still harmless. A charging rune, color shift, or staged audio can show progress, but every channel must agree on the first dangerous frame.

  • Does collision use the same state and circle?

    Drive the light, sound, trigger test, detonation, and cleanup from one mine state machine. Test the player's full body against the displayed radius so the marker never understates the dangerous footprint.

  • Does the remaining arena support the intended response?

    Measure routes around the mine with normal acceleration, camera framing, and any concurrent attack. The mine should deny a meaningful lane without silently removing every supported movement or defensive verb.

Design mistakes

  • The mine arms without a distinct transition

    A harmless object that suddenly damages turns planning into guesswork. Give arming a readable duration and an unmistakable state change before collision activates.

  • The trigger is larger than its marker

    Players judge the route from the visible perimeter. Include the player's full collision body in tuning, but do not hide extra trigger distance outside the signaled circle.

  • A spent mine still blocks the route

    If the visual goes dark while collision remains, cleanup lies about the arena. End damage and blocking on the same state transition, or clearly show a separate lingering hazard.

Tuning

Tune the attack

  • Use one explicit state machine

    Store placed, arming, armed, triggered, and disarmed states with timestamps. Derive visuals, audio, collision, targeting, and removal from that single source of truth.

  • Test the player's full body

    A center point can clear a circle while shoulders or feet overlap it. Expand the trigger by the player's collision radius during path tests, then keep the visible perimeter honest.

  • Separate trigger from detonation

    The trigger condition may be contact, proximity, time, or a boss command; the detonation may be instant or delayed. Signal both moments when the player can make a different decision between them.

  • Cap the persistent count

    Lifetime and spawn cadence determine how much arena remains. Set an explicit maximum and a predictable removal rule before combining mines with other lane-denial mechanics.

Arena

  • What the mechanic communicates

    Kern stakes a patch of the arena with a charged rune and makes that claim visible before it becomes dangerous. Tavi survives by respecting the boundary until the charge fades.

Player upgrades

  • Adapt it to the player verbs

    Walking needs generous margins and limited mine count. A dash may cross only when its invulnerability rule says so, while attacks, parries, or interactions can disarm a mine if that counterplay is explicitly signaled.

Do not confuse this with

  • Keep the mechanic distinct

    A mine waits as a persistent triggerable object. A marked-area strike resolves one zone on a schedule, a lingering hazard deals continuous damage inside an active area, and chain explosions hand danger through ordered nodes. Preserve the readable armed state and trigger condition.

Bosses that use this mechanic

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