Pull is a force that moves the player toward a source while they can still steer. Kern announces an inward current around a rune core, then keeps it active long enough for Tavi to be displaced. The ring marks the reach of the force; only the smaller bright core hurts, so a reachable sideways route remains meaningful.

Open boss builder
Announce the inward currentKern's outer ring and inward arrows preview the force's reach and direction. The smaller rune core is the future collision hazard; neither the arrows nor outer ring deals damage.
Inspect the pull Kern charges a rune core with a wide, non-damaging force ring and inward arrows. During the attack, the current drags Tavi toward the bright dangerous core, but ordinary sideways steering carries Tavi around it. The current and core fade before recovery. Boss Player

Kern's outer ring and inward arrows preview the force's reach and direction. The smaller rune core is the future collision hazard; neither the arrows nor outer ring deals damage.

Implementation checklist

Tune the pull strength, effective radius, safe route, and release as one movement problem.

Core checks

Three questions for the mechanic

  • Can the source and direction be predicted?

    Show the origin, inward direction, range, and dangerous center before the force begins. Distinguish the displacement field from the smaller collision hazard without relying only on color.

  • Can ordinary steering overcome the drift?

    Integrate the force with player acceleration and input, then sweep the full collision body along the resulting path. Test the worst starting position, wall pressure, and whether the sideways route clears the core in time.

  • Does the force stop when the signal stops?

    Lock strength, duration, and radius before activation. End displacement and core damage when their visuals fade, and leave a useful recovery window before the next attack.

Design mistakes

  • The force has no visible source

    A sudden invisible slide looks like lost control. Show the center, arrows, and onset before changing velocity.

  • The safe-looking arc still clips the core

    A center-point path may miss a broad collision body or trap it against a wall. Include body radius and acceleration when testing the route.

  • The whole force ring is treated as damage

    Conflating influence with collision invalidates the shown counterplay. Use one clear hitbox for the core and a distinct visual language for the non-damaging current.

Tuning

Tune the attack

  • Model a vector field and a separate hitbox

    Within the announced radius, add an inward velocity or acceleration toward the source. Test damage only against the visible core and the player's full body; arrows and range rings are teaching cues.

  • Balance player input against the force

    Measure net velocity at near, middle, and far distances, especially when input is partly aligned with the pull. Preserve enough steering authority to reach a safe lateral arc without a mandatory dash.

  • Account for boundaries and motion steps

    A wall can remove the intended counter-direction. Sweep motion between frames, clamp or resolve contact deliberately, and test the worst start and strongest pull with actual acceleration.

  • Vary one parameter after the base rule

    Change reach, ramp-up, source placement, or active duration individually. If a later phase adds a pulse or second source, announce the changed rule rather than reusing an unreliable cue.

Arena

  • What the mechanic communicates

    Kern lights a central rune and draws loose stone dust inward. Tavi's path bends under the current but remains steerable around the dangerous core.

Player upgrades

  • Adapt it to the player verbs

    Basic movement must retain a viable sideways route. A dash, anchor, or resistance ability may be optional alternatives; test their interactions explicitly rather than requiring an unannounced upgrade or invulnerability.

Do not confuse this with

  • Keep the mechanic distinct

    Pull modifies the player's trajectory toward a source over time. Knockback is a brief outward impulse, moving hazard carries its own damaging footprint, and shrinking safe area reduces available space without necessarily exerting force.

Bosses that use this mechanic

Learn more

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