mechanic

Use when

Ranged threat should be answerable with timing, not just dodging.

What it is. A timed input that flips a projectile’s ownership and heading — the shot that was about to hit you now carries your damage tag back toward whoever fired it. Deflect is a mechanic-parry whose payload is a bullet, not a blade.

Player fantasy / why it’s fun. The screen full of danger becomes a screen full of loaded guns. Every incoming shot is a question with a rhythmic answer, and the answer is offense. You feel calm inside chaos — the pull is turning fear into supply.

The verb

Press deflect inside a short active window as a projectile enters your hit-zone; it reverses heading, changes team, and (usually) gains a speed or damage bonus. No window, no reflect — it’s read-and-time, not hold.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Active windowFrames the input reflects6–8 frames (~120ms)
Aim modeWhere the reflected shot goesAuto-lock to nearest hostile
Speed multiplierReturn velocity vs incoming1.5×
Damage ownerWhose damage the shot carriesPlayer (full), or shared
Whiff costPunish for a missed pressNone → small recovery lag
Reflectable setWhich projectiles qualifyFlag per bullet; boss orbs opt-in
CooldownGap between deflects0 (spammable) → gated

Two ships in the aim mode: auto-lock (accessible, system-accessibility) reads as skill because timing is the challenge; manual angle (deflect on a directional stick) makes placement the skill and rewards system-mastery-curve depth. Pick one and commit — mixing them muddies the read.

Damage ownership — the load-bearing decision

The reflected shot’s team and damage number are the whole design.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.