A wave-clear objective replaces or interrupts direct boss damage with a finite roster problem. Each wave needs an authored membership rule, a sealed spawn queue, an authoritative living count, an explicit clear event, and a final resolution so progress cannot depend on hidden enemies, elapsed time, or visual effects finishing late.

Open boss builder
Announce the complete sequence and seal wave oneKern raises three wave marks and previews both spawn gates. Wave one seals at 0.75 s with two registered runelings; Tavi cuts them at 1.08 and 1.38 s, and the first mark fills at 1.58 s only after the living roster reaches zero.
Make every wave a finite, inspectable ledger Kern waits behind a stone portcullis with three rune locks. Small horned stone creatures emerge from the two side doorways, and Tavi runs close enough to strike each one. The remaining-enemies bar shrinks with actual defeats; one lock lights after each empty wave. After all three locks light, the gate fades and the lid of a nearby reward chest opens. Boss Player

Kern raises three wave marks and previews both spawn gates. Wave one seals at 0.75 s with two registered runelings; Tavi cuts them at 1.08 and 1.38 s, and the first mark fills at 1.58 s only after the living roster reaches zero.

Implementation checklist

Design finite wave manifests, spawn ownership, roster registration, sealed-queue and empty-roster conditions, clear and inter-wave signals, pacing budgets, enemy-role compositions, reachable cleanup routes, multiplayer credit, failure and checkpoint policy, accessibility equivalents, deterministic resets, and assertions that no wave advances while a required target remains.

Core checks

Three questions for the mechanic

  • What exactly belongs to each wave?

    Author each wave as a manifest of stable spawn and target IDs, including delayed, split, transformed, and optional units. Register required targets before they can act, seal the queue when no more required spawns can enter, and clear only when that sealed roster is empty. Do not derive completion from an animation, a room query that includes unrelated enemies, or a timer. Log every registration and removal so missing or duplicated events are diagnosable.

  • How does composition create a readable rhythm?

    Give every wave a purpose: introduce one role, combine known roles, then test prioritization or space. Budget spawn warning, approach, time-to-defeat, cleanup travel, and inter-wave recovery together. Keep the last survivor visible and reachable, cap simultaneous pressure, and decide whether the next wave overlaps, waits, or enters from named gates. Difficulty may scale counts or roles, but the displayed manifest must match the actual requirement.

  • How does the final clear resolve reliably?

    Emit one authoritative clear event after the final required removal, then separate field collapse, reward, exit, checkpoint, and reset into named transitions. Define what happens on player death, enemy self-destruction, despawn, fall out of bounds, conversion, summon ownership, late network join, and host migration. In multiplayer, replicate roster changes and credit without letting two clients advance the wave twice.

Design mistakes

  • One hidden or unreachable enemy stalls the encounter

    A target outside the arena, below navigation, in an unmarked invulnerable state, or omitted from feedback turns the final seconds into a search for a bug. Track required IDs, expose the remaining count and direction, add recovery for invalid positions, and distinguish optional summons from roster members.

  • The next wave advances on a timer instead of proof

    A fixed delay can start the next group while a late spawn or death animation still owns gameplay, causing overlap, soft locks, or inconsistent checkpoints. Timers may shape presentation after the clear event, but progression must require both a sealed queue and an empty authoritative roster.

Tuning

Tune the attack

  • Separate spawn completion from wave completion

    A queue is sealed when it cannot add more required targets; a wave is clear when every registered required target has resolved. Keeping both facts prevents an empty moment between delayed spawns from advancing early and lets tools explain whether designers are waiting on spawning or cleanup.

  • Compose roles, not only larger counts

    Escalation is clearer when waves change a decision: mobile pressure plus a stationary controller, shielded front line plus exposed support, or weak swarms around one durable anchor. Pure count growth can lengthen cleanup without creating a new problem and makes difficulty scaling expensive.

  • Design the last-target experience

    Measure the worst cleanup route, camera visibility, vertical access, leash, and navigation recovery. Mark the final target more strongly, prevent it from fleeing indefinitely, and consider resolving harmless stragglers automatically only through an explicit documented rule. The last enemy often dominates the perceived pace of the whole wave.

  • Expose one ledger through several channels

    Wave number, living count, gate state, target marks, clear pulse, music layer, captions, and haptics should describe the same roster. Do not use color alone. Assistance can add directional markers, extend recovery, or reduce simultaneous roles while preserving the finite sequence and proof of completion.

Arena

  • Kern tests the quarry through three rune gates

    Kern strikes the floor and opens old quarry seams one at a time. Small stone runelings climb out with matching roster marks, then the final gate binds a heavier core among them. Tavi closes each seam by clearing its complete manifest; when the third mark fills, the elemental lowers its arms and releases the path onward.

Player upgrades

  • Let Tavi clear the roster with movement and the existing sword

    Every runeling uses a simple readable sword interaction and the route remains traversable with ordinary movement. The next gate waits for confirmed cleanup, short inter-wave pauses let Tavi reposition, and the final group places its durable target centrally so the last clear is a deliberate finish rather than a hunt off-screen.

Do not confuse this with

  • Defeat progress, not elapsed survival or one boss summon

    A survival phase advances because the required duration expires while the player remains valid; killing threats may only reduce pressure. A wave-clear objective advances because a declared finite roster is empty, however quickly or slowly that happens. Summon describes how a boss creates another actor; summoned actors become this objective only when their registered defeat is the progression condition.

Bosses that use this mechanic

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