Punball · systems design
A vertical arcade shooter with a directly controlled ship. Weapons change how the player handles the same crowded screen.
§ 1
Move with arrows or WASD, drag the ship, or use the touch pad. Hold Space or Fire to shoot. Q cycles unlocked weapons. Start with three lives. A hit grants one second of protection. Waves last twenty seconds and add faster or more crowded attack patterns.
§ 2
The Pea Shooter is the starting weapon. Pickups unlock Thunder, Water, Sonic, Speed, Grav, and Ladle Splash for the current run. Thunder chains, Water counters flame, Sonic pushes, Speed trades reach for rate, Grav pulls small threats, and Ladle Splash deals area damage.
An unlock pickup gives 50 points. It does not create a permanent account upgrade. New runs return to the starting loadout.
§ 3
A UFO gives 120 points, a fighter 200, a comet 90, a flame comet 150, and an asteroid 60. Planets are durable obstacles with no point reward. There is no final boss campaign or inertial Asteroids movement.
§ 4
A Phaser scene runs movement, projectiles, enemy waves, and effects. The React shell provides controls and shared score submission. The separate weapons module defines interactions so a new effect does not require a second movement engine.