Same construction you liked in the logo: outlined melon ball, cream mask inside, concentric dish ears, now a touch elliptical. Tuned with the union-outline trick from the game art and bigger, tarsier-true eyes — and zero eyebrows, because the real animal doesn't have any. These four faces are the whole emotional range he needs.
Grumpy. Half-lidded gold eyes, small frown. The resting face for the site and the logo.
Asleep. Eyes shut, everything smoothed out. For the menu nap loop and the "five more minutes" bubble.
Alert. Full round tarsier eyes — the real animal's signature. Used in-game when a fight starts.
Lock-in. One eye screwed shut, aim down. A marksman-only emote for kills and clutches.
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.
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.
Your liked logo head, dropped into the badge unchanged in spirit: disc, rising-sun rays, ring text. The new mask outline keeps the face readable down to favicon size.
Full badge with ring text — navbar, og:image, footer.
Favicon / avatar crop: just ears + head. The outlined mask survives 16px.
At 16px only the silhouette matters: pink ball + dish ears + cream crescent.
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.
Default battle pose: blaster in a clean mitten grip, tail out for balance, dish ear catching the wind.
Same body, blaster slung: free hand hangs as a relaxed mitten. For the menu stroll and non-combat moments.
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.
Slain-the-Boss raid recolor (crimson fur, scale ×2.3). The mask outline keeps the face legible when he fills the arena.
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.
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.
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.
Beak wide open, crest up, trademark loaded. Website mascot + menu intro pose.
Tour-guide glide between menu controls, tail fan spread, black wing tips reading at small size.
The recall-companion at HUD scale: white bean + black tips + cobalt cheek is the whole read.
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.
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.
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.
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.
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".
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.
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.