BALLOON POP TYCOON 3D 2 — a first-person idle shooter running on pen blocks. CONTROLS WASD ........ walk SPACE ....... sprint (and press SPACE on the title screen to start) ARROW KEYS .. look around (move the mouse to the left/right edge to swing the camera too) MOUSE ....... aim — hover the crosshair over a balloon and you fire automatically E ........... buy an upgrade / travel / rebirth (whatever you are standing next to) Q ........... hold at a kiosk to buy that upgrade over and over F ........... cycle the portal's destination X ........... open stats, then LEFT / RIGHT to page through achievements HOW TO PLAY Eight upgrade kiosks stand in a ring around the plaza. Walk up to one, read the price, press E. Every level makes balloons arrive faster, pay more, or die quicker. Balloons drift around you in ten colours. Later tiers have far more health but pay far more. Chain pops without pausing to build a combo up to x3.45 cash. GOLDEN BALLOONS float past every 35-70 seconds. Pop one for a big payout and 18 seconds of GOLDEN FRENZY (triple cash). Every 300 pops a BLOATOON arrives — a spiked boss balloon with a health bar. The TRAVEL PORTAL (north of the plaza) leads to five arenas, each with a bigger cash multiplier: Sunny Meadow, Sunset Dunes, Neon Night, Frostfield, Cloud Nine. Arenas unlock with rebirths. The REBIRTH ALTAR (south of the plaza) resets your cash and upgrades in exchange for tokens. Every token pays +10% cash forever, and rebirths unlock new arenas. 24 achievements to collect. Press X to see how far you have got. Runs best in fullscreen. Click the stage once so it has keyboard focus.
Everything you see is drawn by ONE hidden sprite using pen blocks and stamping. There are no 3D extension and no imported artwork — every costume is a vector shape made in this project, and every sound is synthesised. HOW THE RENDERER WORKS * A perspective projection turns each world point (x, y, z) into a screen point: the camera's forward and right vectors are cached once per frame, depth is the forward component, and screen x/y are focal * offset / depth. Pitch shears the whole image, which is why the horizon slides when you look up. * The sky is one tall gradient costume stamped so its bottom edge lands exactly on the horizon, so it tracks your pitch. Sun and clouds are billboards placed thousands of units away, so they parallax correctly. * The ground is 40-60 horizontal pen lines. Each line works out how far away that screen row is, blends three ground colours by that distance, and adds two sine waves sampled at the world point ahead of you — that is the drifting texture you see when you walk. * Objects are depth sorted with a bucketed linked list: 64 depth bands, each item pushed onto the head of its band's chain, then drawn far band to near band. That is O(n) per frame instead of a sort, which is what keeps 40+ balloons, 130 props, 8 kiosks and the drones running at full speed. * Distance fog is the ghost effect, ramped so far objects dissolve into the same haze colour that is painted at the horizon. * Two Scratch quirks shaped the whole engine. Sprites are clamped to 1.5x the stage size, so no costume can be authored larger than 720x540. And sprites are "fenced" onto the stage, so anything positioned fully off screen gets dragged back to the edge — every stamp is culled against the stage first, and every pen line is clipped with Liang-Barsky before it is drawn. * Numbers are stamped digit by digit from a glyph set, with the digits extracted arithmetically (no string parsing) and a k/M/B/T/Qa/Qi/Sx suffix ladder. All the fixed words are single pre-rendered costumes so they keep proper kerning. Made with Poppins for the type. Balloons, trees, kiosks, the portal, the altar and the drones are all hand-built SVG paths with real gradients and highlights.