GUNBATTE★ROYALE — character assets
おおきい

Large mascot — the website hero duo

The front-facing pair the landing page deserves. Same composition as today, with the fixes from the head section: the whole head is the canonical construction now — it used to be a face painted on the body ball with ears floating free — and the hands are bare mittens, same as the game sprite: fingers were tried here too and cut for being clutter. He is done for today; she is not.

hero illustration

Tarsius: sitting, blaster planted, eyelids at 70%. Jalak: mid-hover, wings out, shouting the trademark. The head is the canonical construction dropped in whole — same dish ears, mask and grump as the logo, no more face painted on the body ball.

ユニット

In-game sprite — side view, hands fixed

The unit every match actually renders, facing +X like the current art. Real-tarsier additions: one huge gold eye, a long thin tail with a cream tip, and a snout that nudges past the body silhouette. The hands stay candy-simple: one clean mitten around his blaster — no fingers, no claw dots, on hands or feet, here or on the big website mascot.

armed · idle grip

Default battle pose: blaster in a clean mitten grip, tail out for balance, dish ear catching the wind.

unarmed · stroll

Same body, blaster slung: free hand hangs as a relaxed mitten. For the menu stroll and non-combat moments.

hands: fingers rejected

Rejected (left): the bundled tarsier-finger hand — after the game dropped its fingers, the big mascot's were tried and let go too. Final (right): one bare mitten on every hand, game and website alike — simpler, and nothing to misread at any size.

boss tint check

Slain-the-Boss raid recolor (crimson fur, scale ×2.3). The mask outline keeps the face legible when he fills the arena.

アニメ

Animation — the three game loops

The sprite above, live: the shuffle waddle, the idle breathe-blink, and the signature flop. Rendered by the same draw calls the sheet uses, so what you approve is what the game would draw.

SHUFFLE — lazy waddle
IDLE — breathe + blink
FLOP — do not disturb
ちいさい

Small mascot — menu & HUD scale

The outline trick earns its keep here: at 24–64px the face must still read as cream-on-pink. Below, the sprite at three game sizes, then the menu-card scenario — him asleep by the queue button, her orbiting overhead.

scale ladder
24 px · HUD icon
40 px · in-match unit
64 px · menu buddy
とり

Jalak — the Bali myna scout

Kept true to the real bird: white body, black-tipped wings and tail, bare cobalt eye patch, long spiky crest, pale horn beak, grey-blue legs — then candified: chunkier bean, thicker ink, shout louder.

perched · shouting

Beak wide open, crest up, trademark loaded. Website mascot + menu intro pose.

in flight

Tour-guide glide between menu controls, tail fan spread, black wing tips reading at small size.

sprite · 40px

The recall-companion at HUD scale: white bean + black tips + cobalt cheek is the whole read.

いろ

Palette — arcade candy, house ink

Unchanged from the current brand (it was already candy-bright at heart): one dark indigo ink for every outline, five candy fills per character max, cream reserved for faces and pages.

めも

What changed, and why

1

One head everywhere. The logo construction you liked is now the single source: outlined melon ball → cream mask inside → dish ears, now a touch elliptical. The website hero abandons its painted-on face and adopts the canonical head whole. Fixes: duo-card vs hero inconsistency; hero face had no ink outline; hero ears floated free of the body.

2

The mask gets the game's union outline. Stroke-everything-then-fill-everything — the exact trick units.ts already uses — so the cream reads as one shape with a chunky ink edge, at any scale. This is why the face survives the 16px favicon and the 24px HUD icon.

3

Bigger, tarsier-true eyes. Eye ratio raised toward the real animal's (tarsiers are basically all eye). Still half-lidded by default because he is so tired — the alert face unlocks the full circles. Persona intact: grumpy first, awake only when the fight starts. And no eyebrows anywhere — real tarsiers don't have them.

4

No fingers anywhere — final. Three rounds: the scallop proposal (rejected), bundled tarsier-true fingers on the game sprite (rejected — too small to read), then the same bundled hand on the website mascot (rejected — even done right they read as clutter). Every hand is now one bare mitten and every foot a plain disc, game and website alike. Your notes: "the hand and fingers is weird — please check real tarsius", "i only want to show finger in mascot website only. in real game no need for finger in foot and hand", "remove finger also in large mascot, better and simpler without finger".

5

A tail, finally. Real tarsiers carry a long thin tail; the sprite gets an ink-line tail with a cream tuft that waves in the walk loop and droops in the flop. Front-facing poses hide it — no impact on the hero or logo.

6

Approved and applied — every drawing now has one source. The approved geometry lives in all four places: this sheet, the website (hero duo, portraits, demo), logo.svg, and the game's units.ts (bare mitten paws, connected arms). Inside the sheet each part is a named factory emitting one shape list that both the SVG renderer and the canvas animator consume — the site's hero and portrait markup was generated from it. Jalak stays on-model with the real Bali myna: cobalt eye patch, black tips, spiky crest.