One rule holds the whole thing up: nothing kills you that you couldn't have read. Every wind-up has a hard floor of 0.55s, and bosses never re-aim partway through their tell — reacting late beats reacting early. White core means parryable. Hollow ring means dash it.
Each boss is one idea, not a movelist. Selka's six masks are each an attack — kill a mask, delete the attack. Pin's four strings are its health bar, and cutting one makes it faster. Veyl's room is unlit, and the only light travels with you.
It's early. All fourteen fights work, but balance is first-pass and the art isn't settled. Posting now because I'd rather have it torn apart while changes are cheap — "this isn't fun" is useful feedback too.
Most useful feedback:
1. Which fight made you quit.
2. Which felt unfair rather than hard — what's the difference in how it failed.
3. Anything that killed you before you could see it coming.
4. Did you ever actually press parry, or did you just dash everything?

























