system

Use when

You need a climactic fight — a boss, an elite, a chapter finale — that's a spectacle and a skill test, not just a big HP bar.

Boss Design — the set-piece fight

What it is. The climax: a single opponent (or arena) built as a multi-phase performance — it teaches a pattern, escalates it, and pays off mastery. A boss is system-combat-model turned up to spectacle, held fair by heavy system-telegraphs and structural system-grace.

Player fantasy / why it’s fun. The mountain. A boss is a wall you learn to climb — first attempt you’re overwhelmed, tenth attempt you dance through it. The fun is the arc of competence, from panic to mastery, capped by a moment of spectacle you earned.

When to use / when NOT

Use a boss when…Skip when…
You want a skill/knowledge checkpointPacing needs a valley, not a peak
A pillar deserves a climactic testThe genre is flat by design (idle, cozy)
The player has the full toolkit to show offMechanics aren’t taught yet (too early)

A boss is a test — it should demand the mechanics the game has already taught, not introduce them. Front-load teaching in encounters (system-encounter-design); let the boss examine.

Phase structure — the arc

PhaseJobDesign note
Readteach the boss’s vocabularyslow, legible telegraphs; low punish
Pressureescalate — faster, layered patternsnow the taught reads matter
Desperationthe spike; new wrinkle or tempothe memorable peak; keep it fair
(optional) Puzzlea gimmick that gates damagereflect-the-shot, break-the-armor

Each phase should re-use the previous phase’s vocabulary plus one new element — escalation by addition, so the player is never asked to relearn from scratch.

The mercy law — FUN.md law 5

Phase transitions are a grace point, not a gotcha. FUN.md §7: mercy clears on death and phase transitions are structural, not polish — without them deaths cascade (you die to a bullet that spawned during the cutscene).

Concretely, on every transition:

Tuning levers

LeverDoesHealthy range
Phase HP splitpacing across the fightroughly even; a short desperation phase reads as a sprint
Telegraph windowreactability per attack≥ the §4 floor; longer for the big committal moves
Punish windowyour damage opening after a whiffreal but bounded — the fight has rhythm
Pattern densitysimultaneous threatscoherent, not a wall (§7 — density that reads)
Mercy windowi-frames / clears on transitionspecced in frames, proven edge-in/edge-out
Attempt costretry frictionlow — instant retry keeps momentum (FUN.md law 5)

How it wires to Hayao

Fails when…

Verify

Composes with

See also

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