A wraparound projectile makes the arena continuous: leaving the visible play space does not end the threat. Its return is fair when linked boundaries, preserved trajectory, lap limit, and despawn are legible before crossing. It turns a straight shot into a repeated lane problem without homing, bouncing, or reversing.
Link the boundaries and preview the laneAt 0.48 s the left and right rune seams light as a pair. At 0.82 s the floor groove glows between both seams, and Tavi moves fully below the marked corridor before Kern releases at 1.36 s.
At 0.48 s the left and right rune seams light as a pair. At 0.82 s the floor groove glows between both seams, and Tavi moves fully below the marked corridor before Kern releases at 1.36 s.
Autoplay is disabled by reduced motion. Scrub across 0.48, 0.82, 1.36, 2.22, 2.50, 3.58, 4.22, and 5.02 seconds to inspect the boundary link, first pass, crossing, repeat pass, clear state, counter, and reset.
Implementation checklist
Implement paired boundaries, exit and entry transforms, velocity preservation, body-radius-safe crossings, a deterministic lap or lifetime limit, seam telegraphs, off-screen continuity cues, collision order, despawn rules, and a useful response window as one projectile contract.
Core checks
Three questions for the mechanic
What exactly survives the boundary crossing?
Define the exit boundary, paired entry boundary, position transform, velocity transform, rotation, owner, damage, pierce count, age, and remaining laps. A simple horizontal wrap preserves velocity and maps the overshoot distance from the right edge onto the left edge. Apply the same mapping in simulation, prediction, replay, networking, hit tests, and visual effects so the projectile never appears to turn, accelerate, or gain a duplicate life at the seam.
Can the player predict the re-entry point?
Signal the linked boundaries as one system before firing. Match their color, rune motion, sound, and direction markers; extend the trajectory preview through the exit and entry; and keep the camera from hiding either seam. Include projectile radius and player radius in the corridor, because a centerline that mathematically misses can still clip a full character silhouette during re-entry.
When does the repeated threat actually end?
Choose a fixed lap count, fixed lifetime, collision budget, or explicit absorber and expose that choice. Despawn only after collision for the final simulated segment, then give the seams and lane a readable clear state. The player needs a reliable moment to cross the former corridor or punish the boss; otherwise the mechanic becomes permanent arena denial rather than a timed spatial test.
Design mistakes
The projectile vanishes and ambushes from off-screen
A normal edge visually means that a threat is gone. If the paired entry is not established before release, re-entry reads as a new untelegraphed shot. Use persistent linked seams, an across-boundary route preview, a brief exit-to-entry pulse, and continuous audio panning so disappearance communicates transfer rather than safety.
The seam creates duplicates or skipped collisions
Spawning a replacement before retiring the original can damage twice, while teleporting before resolving the overshoot can tunnel through a target at either edge. Advance to the boundary, resolve that segment, carry the exact remainder through the transform, and test the entry segment once. Cap crossings per simulation step so high speed cannot loop forever.
Tuning
Tune the attack
Treat wraparound as topology, not a visual trick
Store boundary links as data with explicit transforms. Horizontal screen wrap is one case; paired portals, cylindrical arenas, and spherical surfaces use the same contract. Author navigation, projectile prediction, VFX, camera framing, AI queries, and debug drawing against that shared mapping instead of maintaining separate approximate versions.
Preserve enough continuity to support learning
Keeping speed, direction, spacing, color, and rhythm unchanged lets the player infer the second pass from the first. If a crossing rotates or scales velocity, show that transform in the portal frame and preview. Avoid randomizing the entry point after the shot leaves; uncertainty should be telegraphed before commitment, not introduced while the projectile is invisible.
Budget repeated occupancy, not only projectile count
One wrapping shot can occupy the same lane several times and overlap later boss actions. Tune lap count, interval, width, speed, and concurrent attacks from the total time each route denies space. Test slow effects and frame-rate variation because either can change when repeated passes overlap even if the initial volley looks readable.
Keep a body-sized answer on every pass
Measure the safe route with the full player body, input latency, camera uncertainty, and accessibility assists. If later phases add fans or several linked pairs, preserve one stable corridor or a clearly timed crossing window. Do not combine wraparound with a shrinking arena until the remaining safe region can hold the player through every scheduled re-entry.
Arena
Kern joins two broken quarry gates
Twin boundary stones carry halves of the same rune. When Kern powers them, dust and light flow out of one seam and into the other, making it clear that the quarry wall has folded into one continuous passage rather than creating a second projectile.
Player upgrades
Let Tavi solve the lane with ordinary movement
Tavi needs no portal skill or projectile cancel. The safe marker accepts the complete body below the corridor, the linked seams remain visible from that position, and the final discharge gives enough time to run back and use the sword before Kern begins another cycle.
Do not confuse this with
Boundary transfer, not a bounce or a return
A ricochet reflects velocity at a surface, and a returning projectile reverses or curves back toward its source. A wraparound projectile preserves its forward route while the arena maps one boundary to another. The threat continues from a linked entry point; it does not rebound and it does not retrace the outgoing path.