HUD:
- Hotbars fit a quarter of the screen, dropping to small then tiny slots
(thinner outlines when tiny), with cooldown bars matching their size.
- HUD elements are drawn on their own layer and composited at one
opacity: hotbar slots are see-through until hovered, the rest fade
while hovered.
- Rival windows fit the right column in at most two rows, shrinking
icons then font, then dropping icons for name, health and ping bars.
- Tooltips number equipped items' slots and say Recoil for weapons that
only push back. Previews use arrows, spread uses degrees.
- Crosshair fills in and shakes with charge, and weapons shake after
firing until their cooldown ends. DPS and speed meters off by default.
Gameplay:
- Dual Wield stacks: each copy fires another recently held weapon from
a fanned off-hand, at its own level's cut.
- Flamethrower: no slowing, smaller fireball with some recoil, and an
airblast that knocks others away.
- Iron Weights slam on any landing faster than a plain fall (platforms
too), stacking radius and damage, and speeding fast falls.
- Stuck arrows are one-way ledges until they fade, matching their
(slightly larger) hit size. Attacks now collide with slopes.
- Halved Tesla Coil, Recoil Coil, Diazepam, Shock Absorber, Feather and
screenshake values.
Art and tools:
- Weapon and trinket icons merged into one sheet each (normal, small,
tiny), cells in catalog order. Grimoire wisps stand upright.
- Fonts gain the degree sign and four arrows, decoded from UTF-8.
- Menu fighter preview walks at quarter speed.
- Unequip from either catalog tab by right click or gamepad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>