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The arenas

Hexwing has 100 named arenasNebula of Whispers, Saturn's Ashen Court, Sigil of the Drowned King, Clockwork Firmament — each a distinct combination of one of 25 palettes and a few features from a shared library, drawn the same way in 2D and 3D.

What is in them

Planets with rings, moons, twin suns, eclipses, black holes with accretion discs, galaxies, auroras, comets, asteroid belts, lightning, floating islands, crystal outcrops, ruined pillars, beacons, portals, floor-wide magic circles, glowing runes, lattices, vines and drifting motes, with a seed of their own for the stars and the props.

Rotation

When a match is made, the arena is drawn from those neither player has seen in their own last 50 games, practice matches included. The arena's name shows for a few seconds as the fight starts.

The field

Mirror walls
Bars that reflect shots. Some are static, some spin, some slide. A reflection is honest geometry: a shot fired straight at a mirror comes straight back at whoever fired it, for its full damage; an angled shot leaves at the mirrored angle.
Blockers
Bars that stop shots outright. Some slide, some pulse.
Wall strips
Reflector strips on the borders that bounce anything.
Hazards
Ten archetypes with their own size, damage, count, speed and timing, striking whoever stands in their zone — and, now and then, a visitor that fires inverted pentagrams at both players.
Mirror mazes
In some arenas a fractal maze of mirrors unfolds across half the field, so reflections carom everywhere.
Power-up pods
Touch a drifting pod and its weapon mounts on your wing and fires alongside your own for a while.

Around the corner

The aim tilt leans your shots up to 30° each way, and the mortar, phasing and beam abilities ignore cover in their own ways — see the abilities.

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