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Dev diary: the waiting room and a separate PIRT button

The lobby is now a holding cell: 8 numbered spots, iron bars and the Butcher at the door. And PIRT finally has a button of its own.

Dev diary: the waiting room and a separate PIRT button

The lobby, where everyone waits before a match, is the game's first impression. The old one was a dormitory and never felt like you were locked in, so I rebuilt the room from scratch.

The holding cell

The new lobby is a holding cell. The side facing the camera is iron bars from end to end, with a chained, padlocked door in the middle and a spinning red alarm on top. Outside the door the Butcher waits in a red glow, and the Assassin sits at the guard's desk.

Inside, “BEKLEME SALONU” (waiting room) is painted on the floor, with yellow count boxes numbered 1 to 8 in front of it; every duck spawns in its own box. There's also a barred moon window, a toilet corner, tally marks on the wall and, as a joke, an EXIT sign above a bricked-up door.

A separate PIRT button

Until now, a student holding an item, say an extinguisher, couldn't PIRT. Now PIRT has its own green button in the bottom-right corner: the ring around it shows the 25-second cooldown, and it works even while you're holding an item. The item button only appears when you actually have one, and the long press is gone.

None of this has been tested with players yet, so this room will be one of the first things I check in the closed test. Does it really feel like being locked up? Let me know.