mechanic

Use when

Melee combat with multiple threats needs legible focus.

What it is. Press a button to bind the camera and your attack orientation to one chosen enemy. Movement becomes relative to that target; the camera orbits it; strikes home in on it. Press again to release, or flick to switch.

Player fantasy / why it’s fun. You are the duelist who never loses sight of the one that matters. Lock-on turns a chaotic melee into a readable duel — but every foe you ignore is now behind your back.

The verb

Bind attention to one foe. Everything — strafe, roll, swing, camera — reorients around that single relationship until you break it.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Lock typeSoft (camera nudge, aim assist, auto-releases) vs hard (rigid orbit, held)Hard, with soft fallback when unlocked
Acquire rangeMax distance a foe can be locked~15 m / one screen
Break rangeDistance at which lock auto-drops1.5× acquire range
Switch inputRight-stick flick, bumper, or face-towardRight-stick flick + directional bias
Switch deadzoneFlick magnitude before target changes0.6 stick throw — high, to prevent thrash
Reticle occlusionDoes lock persist through walls/LOS loss?Drop after 1.0 s no line-of-sight
Camera lerpHow fast the camera snaps to the axis0.15 s ease — fast enough to feel bound, slow enough to not nauseate
Priority weightingWhat switch picks: nearest, most-hurt, most-dangerousAngular-nearest to stick direction

Defaults are a starting duel-feel; retune per encounter density — see system-encounter-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.