SSTICKBASH · TEAM FEEDBACK · THE FINISHER
Page 38 · team feedback #5 + #11 · live scenes on real DARK VIVID arenas

THEFINISHER

Every round ends on a brutal signature kill, from any distance. The beaten victim bleeds out in a weak state, the killer gets to them one of four ways, picked at random, then the kill plays in slow motion: blood, severed limbs, heads off, bodies in pieces, in the game’s own stick look. Then EXECUTION! slams in.

YOU SAID“Far-kill styles are all good, picked at random.”
YOU SAID“Generic and per weapon, melee too. Every gun gets its own at launch.”
01
DECIDED

WHEN IT HAPPENS

Only on the round-ending K.O., so nobody is left to interrupt it. Today the game already does this, but only inside 7 m, on the same floor, with a straight run. Everything else gets a normal K.O. and the kill cam. The four reach styles fill that gap.

TODAYA finisher only when the killer can sprint there: within 7 m, same floor, nothing in the way (Core/Finisher.cs ReachBlock).
NEWEvery round-ending K.O. gets one. Too far, another floor, a gap? The reach style deals with it, and RANGED needs no path at all.
Today: a normal K.O. with the kill camREAL CAPTURE · TODAY OVER 7 M
Today, a round-ending K.O. from far away is a normal K.O. with the kill cam: K.O.! SEEING STARS. That’s the moment this page turns into a finisher.
02
THE WHOLE ROUND-ENDING MOMENT

THE FLOW, BEAT BY BEAT

K.O. blow → weak state → reach → signature kill → K.O. card. Pick a reach style, a distance and a kill, and the scene rebuilds. The opening beats and the kill are one timeline: the kill is the same script the library plays.

REACH STYLE picked at random in the game
DISTANCE from the K.O. blow
THE KILL
03
PICK ONE

THE WEAK STATE

The blow that would K.O. them leaves them on 1 HP instead (as today), the game slows down, the HUD slides out and FINISH IT! slams across. How should the beaten fighter look while the killer comes? All three bleed. Each phone plays the real opening, looping.

AND A MARKER ON THEM?Works with any look above. It tells everyone this one is about to be finished, even in a busy 8-player round.
04
PICK ONE

HOW “RANDOM” PICKS THE REACH

All four styles are in. The question is how the game rolls them. Press ROLL 10 ROUNDS on each: the distances come from real round ends (most close, some across the map), and you see which style each round gets.

05
FLAG ANY YOU’D CHANGE

EDGE CASES

Thirteen situations, each with our answer, most of them playing live. Everything is OK unless you flag it: tap CHANGE on any answer you don’t like and it goes into your picks.

06
PICK ONE

THE BLOOD

Gore stays on and the toggle stays hidden (your call, 20 Oct). The game already sprays, splats, pools and severs (Render/Gore.cs, Ragdoll.Sever). How should it look in the finishers? The same kill plays three times, in sync. The pick also sets the look of every scene on this page.

07
8 GENERIC + 68 PER WEAPON

THE KILL LIBRARY

Every weapon has at least two: its execution from the game today (EXISTING: the 34 per-weapon ones, the fists’ set, and today’s class finishers like IMPALED, BEHEADED and BOOMSTICK, each given to a weapon) plus a NEW one. All 76 are animated. Pick a weapon on the rail; its kills play on the stage. Everything is KEEP unless you flag it CHANGE.

08
SUMMARY

OUR PICKS

What we’d build, in one place. The KILLS tab in Customize (where players equip these) is on the next page.

NEXT PAGE · 39THE KILLS TAB IN CUSTOMIZE›