# Last Call Brawl — Playtest Update
Thanks to everyone who has jumped in, played a few rounds, and shared feedback! This update addresses issues from your reports and adds clearer combat feedback, a new stage flow, and improvements around the map.
## Take the fight around the neighborhood
The first wave still starts at the spawn point. After that, an arrow guides you to the next fight. Reach the marked area to start the next wave. The route begins at a nearby location and follows a set circuit, keeping the action moving without sending you back and forth across the whole map.
You now get a power-up choice after every stage while upgrades remain available. Movement also stops during the selection screen, so holding a movement key won't send you wandering away while choosing.
Enemies arrive through nearby building entrances with a short walk-out animation. The train station is now accessible as a stage, and the crowds have been cleared from both platforms to make room for the fight. Watch the tracks: trains can take out enemies—and you.
## Clearer hits, stronger feedback
- **Damage numbers:** Pixel-style numbers show how much damage your hits deal.
- **Screen-edge hit effects:** A red flash around the edges makes incoming damage easier to notice without covering the action.
- **Enemy markers:** Red arrows help you spot enemies, and a directional indicator points toward the last one standing.
- **Fever flames:** An improved orange-and-yellow flame effect makes fever mode stand out.
- **Player death:** The character now plays a death animation and holds the final pose instead of walking backward.
Attacks have a little more reach forgiveness when you're focused on an enemy and backing away. Kicks also slow your movement during the strike and recovery, giving enemies a better chance to retaliate.
## Throw, counter, knock them down
Thrown crates now deal area damage and send nearby enemies flying into a knockdown, including on a finishing hit. A first collision with a fence no longer cancels the throw's damage, while solid walls still provide cover.
Flying chihuahuas are now twice as large, flash red faster as they approach, and bark on impact. You can punch, kick, or hit them with a weapon to send them back at Preppy, damaging and knocking her down instead of taking the hit yourself.
Llama spit now leaves a short green pixel trail, making its path easier to read.
## Weapon and interaction improvements
- Legendary weapons on the ground now have a **purple aura**, while ordinary weapons keep their green aura.
- Weapon shadows have been removed from loose, held, and thrown weapons.
- Ground weapons are capped at **12** to prevent endless buildup. The oldest ordinary weapons are removed first, with legendary weapons given priority. Held weapons, active throws, and weapons being picked up are protected.
- Vending machines get a white outline when you look at them within interaction range. Give one a kick to knock out a can!
## Map fixes and enemy navigation
Enemy navigation has been improved around obstacles, behind houses, and on the station stairs. Enemies leave space in narrow passages and can yield to each other instead of pushing one another off a landing.
Map boundaries have been reinforced around the spectator fences, sloping terrain edges, and supermarket. Stretched textures along the ground edges have also been fixed.
There's a new crowd of **168 animated spectators** behind the police roadblock, keeping the station platforms clear for gameplay.
The first-launch flow has been corrected, and the tutorial target takes damage normally. We've also added preloading and spread out crate refresh work to reduce loading spikes. We're still checking performance on fresh launches, so please tell us if you notice a hitch.
## Coming in the next update
We're planning to add **bosses, more power-ups, and more fixes** in the next update. We'd love to hear what kinds of bosses, upgrades, or other additions you'd like to see. **All suggestions are welcome!**
## Your feedback matters
Your reports help us find problems we miss and decide what to improve next. Even a short play session can reveal something useful, so please keep sharing what feels good, what feels frustrating, and what you'd like to change.
If an enemy gets stuck, a hit feels wrong, or the game stutters, tell us what happened and where. Screenshots and short clips are especially helpful, but a quick comment helps too. Feedback on combat balance, stage flow, and power-ups is just as valuable as bug reports.
Thanks for helping us make Last Call Brawl better. Keep the feedback and suggestions coming!