Horn Beetle
Ori and the Will of the WispsHorn Beetle demonstrates shockwave in a 2D encounter. Emphasize the source impact and the surface that will carry the wave; height and travel direction should be visible at release.
An impact creates a threat that travels across a surface, separating the boss’s strike location from the later line the player must clear.
Emphasize the source impact and the surface that will carry the wave; height and travel direction should be visible at release.
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 shockwave as one rule.
Emphasize the source impact and the surface that will carry the wave; height and travel direction should be visible at release.
The player jumps, changes elevation, blocks, moves beyond the wave’s reach, or exploits a deliberate break in the surface.
The wave must pass the player’s complete body before it dissipates, while the impact pose holds a short recovery that rewards a correctly timed crossing.
A wave hidden by floor art or camera effects becomes a reaction test to an unreadable hazard.
If the visible shockwave cue promises a different area or timing, the player cannot carry the learned rule into the next cycle.
Tune travel speed, height, lifetime, surface coverage, and repeated spacing against jump airtime and landing control.
Alternate low and high waves, split them at obstacles, or repeat them in a learnable rhythm after the base traversal is clear.
The wave must pass the player’s complete body before it dissipates, while the impact pose holds a short recovery that rewards a correctly timed crossing.
An impact creates a threat that travels across a surface, separating the boss’s strike location from the later line the player must clear. The encounter uses that rule as a short promise: a visible signal, a committed action, and a result the player can verify.
The player jumps, changes elevation, blocks, moves beyond the wave’s reach, or exploits a deliberate break in the surface. Tune travel speed, height, lifetime, surface coverage, and repeated spacing against jump airtime and landing control.
A wave hidden by floor art or camera effects becomes a reaction test to an unreadable hazard. Do not hide that distinction behind extra effects or tracking that the announced rule does not contain.
Horn Beetle demonstrates shockwave in a 2D encounter. Emphasize the source impact and the surface that will carry the wave; height and travel direction should be visible at release.
False Knight demonstrates shockwave in a 2D encounter. The player jumps, changes elevation, blocks, moves beyond the wave’s reach, or exploits a deliberate break in the surface.
Godfrey, First Elden Lord demonstrates shockwave in a 3D encounter. Tune travel speed, height, lifetime, surface coverage, and repeated spacing against jump airtime and landing control.
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