mechanic

Use when

You want positional puzzles or combat repositioning without travel time.

What it is. Press a button, aim, and you are somewhere else — no arc, no travel, no in-between frames the world can react to. Distance becomes a menu of destinations, not a journey.

Player fantasy / why it’s fun. You are un-cornerable. The hit that should have landed passes through empty air; the wall that should have stopped you is now behind you. Teleport sells mastery-of-space — the reward is being where the danger isn’t, exactly when it counts. See pattern-mastery-and-flow.

The verb

Aim at a target point, commit, appear there. The whole decision is where — and, because motion is instant, when. Unlike mechanic-dash (a fast slide that still crosses ground and can be intercepted mid-travel), a blink skips the crossing entirely. That single property rewrites every relationship it touches: collision, line of sight, and enemy [[system-telegraphs|telegraphs]].

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane defaultPush it
Rangemax distance per blink4–6 tiles / ~2 dash-lengthsLong range = escape tool; short = combo tool
Line-of-sight rulecan you blink through walls?destination must be visible + unoccupiedThrough-walls = puzzle key; LoS-only = grounded combat
Cooldownblinks per unit time1.5–4 sLow CD = mobility identity; high CD = panic button
Chargesbanked blinks1 (or 2 with slow recharge)Charges let you chain; singles force commitment
Aim modelhow you pick the spotcursor/reticle, clamp to max rangeFree-aim = expressive; snap-to-node = readable
Cast timeframes before you vanish0 (instant)Non-zero cast = counterplay window, kills the “un-cornerable” fantasy — use deliberately
Landing legalitywhat’s a valid spotground/floor only, no inside-geometryAir-blink enables platforming; strict ground grounds it

Defaults assume a combat repositioning blink. For a puzzle blink, kill the cooldown, make range and LoS the only constraints, and lean on level geometry — see genre-grid-puzzle.

Slots into

Twist seams

How instant motion changes telegraph math

This is the lever most designs botch. A [[system-telegraphs|telegraph]] is a contract: “danger will land here in N frames, move.” Teleport breaks the contract two ways —

Design the enemy roster around the blink, not despite it — see system-counter-systems. An enemy that punishes the landing spot (a mine, a delayed AoE where you’ll appear) restores tension.

How it wires to Hayao

Fails when…

See also

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