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Punball · systems design

Read the room through a narrow view

A small first-person raycaster. Its maze and combat are two-dimensional even though the camera presents a corridor in depth.

AUDIT 16 September 2026SCOPE Current cabinet rules

§ 1

Explore ten crypts

Move and strafe with WASD. Arrow keys turn or move. Click the view to lock the pointer; Escape releases it. Fire with click, Space, or Enter. Keys 1–3 select acquired weapons. Touch uses a movement stick, view drag, and a fire button.

Start a run at 100 HP. Find each exit. In an ordinary level, enemies can be bypassed. A boss level keeps its exit closed while its boss lives. A clear adds 250 times the level number. Finishing level ten ends the campaign.

§ 2

Weapons

The starting blaster deals 2 damage at a 0.30-second interval and reaches 8 map units. The chainsaw deals 4 at 0.22 seconds but reaches only 1.15. The zapper deals 1 at 0.12 seconds and reaches 6. Weapon pickups unlock these options and add 75 points.

Weapons use cooldowns, not an ammunition stockpile. Enemy definitions determine health, attacks, and kill points. Damage and pickup effects stay in the simulation rather than being inferred from the sprite animation.

§ 3

The renderer

Canvas 2D casts a 200-column view into a grid with a nine-cell view limit, then scales it without smoothing. There are no stacked floors or jumping over walls. Enemy deaths use a poof effect. The grain and narrow sight lines are visual constraints, not hidden room geometry.