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Vibe Bro’sENCYCLOPEDIA

LEARN THE LINGO

Hitbox and hurtbox

Gameplay shapes used to decide where an attack can connect and where a target can receive it.

The plain-English version

Gameplay shapes used to decide where an attack can connect and where a target can receive it.

Why it matters

Separating these shapes from visible art lets designers tune fairness, timing, and combat feedback deliberately.

Let’s make it click

A sword swing enables its attack hitbox during a short animation interval and checks eligible enemy hurtboxes.

Vibe Bro’s heads-up

Applying damage every overlapping frame can multiply one intended hit unless the attack tracks which targets it already affected.

The docs behind it

Editorial review · October 28, 2026

Supported: Attack and receiving regions are a sound gameplay use of overlap shapes. Once-per-attack damage tracking is design advice, not an engine default.

Read the content review record.

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