Two new updates in 24 hours!
Final standings at the end of every match: the scoreboard comes up after the winner’s banner and stays a few seconds longer, so you can actually read it.
Randomize in the Locker: roll a die for a random outfit from everything you’ve unlocked.
Quick Join on the title screen, above Join a game: drops you straight into the busiest open game.
The whole interface is drawn on paper now, to match the stick figures and the doodle maps:
Title screen: the menu is an index card of paper buttons, and Start a game / Join a game open as paper cards with a marker arrow pointing at them. Start a game opens and closes like a toggle, and starts closed.
Lobby settings: a ruled notebook page with big coloured divider tabs for Match, Players, Weapons, Maps and Bots. Each page is tinted to match its tab and is only as tall as what’s on it.
ESC menu: a taped notebook page with pencil sliders and tick boxes, beside a “Your stick” index card and an Invite friends card pinned on.
Locker: a notebook page with divider tabs, every item on its own little card (locked ones pencilled, achievement rewards on green sticky notes, legendaries on gold paper), and your stick shown in a polaroid.
Profile and Achievements: sheets of notebook paper, with the daily challenges as a to-do list you tick off. The controls panel is paper too.
In game: round banners hit like a fighting game: big comic lettering on a brush stroke of ink (in the winner’s colour when someone takes the round), FIGHT! on a red impact burst, a gold burst for the match winner, and the 3-2-1 countdown slams onto jagged paper bursts with speed lines. The kill feed is strips of paper, notices are sticky notes, and the weapon card, name tags, chat and scoreboard are paper too.
Between rounds: the map vote is three index cards with a sketch of each map and the votes as tally marks, and level-ups and achievements pop up as sticky notes.
Not all white: menus come in pale stationery colours: a lilac title menu, peach and blue Start and Join cards, a blue pause menu, a mint Locker, pink Achievements, a manila scoreboard and a yellow legal pad for the chat.
Typing boxes (chat, lobby name, suggestions) are paper too.
Bots aim like their difficulty: easy bots swing their arm slowly and wobble all over the place, normal bots are a bit off, hard bots are quick and steady.
Deagle and Gold God Gun: hardly push you back any more. Instead they have wrist recoil: every shot kicks the barrel up, it climbs as you keep firing, and it settles back down to your crosshair when you stop.
Cyber Katana swings much faster (a little less damage per hit).
Katanas are held the right way round, with the curve facing away from you.
Shop Vac: sucks people in and blasts them out the back the other way. Big swirling suction lines show where it’s pulling, so it’s nothing like the Leaf Blower.
Nail Gun: bigger, brighter nails with a streak.
Meteor Staff: held upright like a staff. The meteor appears high in the sky and falls straight onto the spot you clicked.
Chat: long messages wrap onto the next line instead of being cut off, in the chat and in speech bubbles. When you’re knocked out, your bubble hangs over your body, and if your body is off the screen it pops up at the nearest edge, pointing your way, without covering the chat or your weapon card.
New sounds: cartoony punches, knockouts, jumps, landings and whooshes; pencil-tap menu clicks, page flips, a marker scribble and pop when you equip something, and a dice rattle for Randomize.
Two players could end up with the same colour in a full lobby.
On Lumber Camp, riding a falling tree down on its top side killed you when it landed.
Outlines that didn’t follow the shape on some maps: the rubber pads under the stamps on Rubber Stamp, and the deck line across the ship’s cabin on High Seas.
Debug messages (who died, who respawned, chat lines) no longer show up in the top left of the screen.