Overview
Arsenal tested
| # | Weapon | Price | Damage | Explosion | Pellets/Children | Fuse | Shot |
|---|---|---|---|---|---|---|---|
| 1 | Rocket (sidearm) | ∞ | 50 | 60px | 1 | — | view |
| 2 | Shotgun | 80 | 25 | — | 2 | — | view |
| 3 | Sniper | 120 | 45 | — | 1 | — | view |
| 4 | Minigun | 140 | 8×14 | — | 14 | — | view |
| 5 | Cluster Grenade | 110 | 35 + 5×22 | 40px + 28px | 1 + 5 | 150 | view |
| 6 | Banana Bomb | 130 | 50 + 6×22 | 35px + 28px | 1 + 6 | 150 | view |
| 7 | Holy Hand Grenade | 200 | 95 | 85px | 1 | 180 | view |
| 8 | Mine | 70 | 40 | 45px | 1 | 1800 | view |
| 9 | Air Strike | 220 | 30 | 40px | 1 | — | view |
| 10 | Pistol (sidearm) | ∞ | 15 | — | 1 | — | view |
Screenshots













Findings per weapon
1. Rocket — PASS
- Default sidearm (∞). Ballistic, explosive (60px, 50dmg). Projectile arc + terrain crater confirmed.
2. Shotgun — PASS
- Hitscan, 2 pellets (3.4° spread), 25dmg each. No terrain crater (as expected).
3. Sniper — PASS
- Hitscan, 45dmg, fastest projectile (1.2M milli/s). Tightest spread (0.2°).
4. Minigun — PASS
- Hitscan, 14 pellets × 8dmg (112 total). Widest pellet count, low wind factor.
5. Cluster Grenade — PASS
- Ballistic: main 40px (35dmg) + 5 children (28px, 22dmg). Splits on detonation.
6. Banana Bomb — PASS
- Ballistic: main 35px (50dmg) + 6 children (28px, 22dmg). Highest child count.
7. Holy Hand Grenade — PASS
- Ballistic, 85px radius, 95dmg — largest single explosion. Longer fuse (180 ticks).
8. Mine — PASS
- Placed on ground, proximity-triggered (1800-tick fuse). Stays on terrain until touched.
9. Air Strike — PASS
- A/D steers sky targeting arrow, Enter calls in vertical bombardment. Distinct aiming UX.
10. Pistol — PASS
- Default sidearm (∞). Hitscan, 15dmg. Weakest weapon; fallback when loadout depleted.
Known issues found
1. Sync-mode canvas redraw quirk — NOTE (investigated, expected behaviour)
When idle (no projectile in flight), the canvas appears to show a stale frame. Investigation confirmed the canvas IS redrawn every animation frame; the “stale” appearance is expected because each redrawn frame is identical when the world is static. No fix needed.
Conclusion
All 10 weapons function correctly: projectiles fire, explosives crater terrain, hitscans deal damage without terrain deformation, and special weapons (Cluster Grenade, Banana Bomb) correctly spawn sub-munitions. Holy Hand Grenade has the largest single explosion (85px / 95dmg); Banana Bomb has the most child munitions (6). Mine and Air Strike have distinct aiming UXs. The canvas-redraw quirk was investigated and confirmed as expected behaviour.