Stage: 1 / 10
Theme: Grassland
Cash: ๐Ÿ’ด๐Ÿ’ด๐Ÿ’ด
HP: ๐Ÿ’ฐ๐Ÿ’ฐ๐Ÿ’ฐ
Walls Broken: 0
Score: 0
State: Normal
Charge: Tap Space = Bomb / Hold Space = Charge Lv1 / Keep Holding = Lv2 โšกโšก

Mini Map

Blue=Player / Green=Start / Orange=Goal / Gold=Unbreakable / Brown=Brick / Colored=ATM / Cyan=Vending

3D Notes

Start
Goal
Gold wall = unbreakable
Brick block = breakable
Sniper ATM
Rapid ATM
Heavy ATM
Vending machine = hit it, it throws juice
Charge Lv1 = piercing / 3 cash
Charge Lv2 = stronger / 6 cash / huge recoil
Lv2 stop = yellow/blue electric stun + ??? confusion
Juice hit = wet only / no damage
PC: Move with WASD / Arrow keys. Tap Space = normal cash bomb. Hold Space = Charge Lv1 (piercing / cost 3). Keep holding longer = Charge Lv2 (cost 6 / random multi-power / huge recoil). ATMs throw invoices. Vending machines retaliate with juice when hit by your cash attack, but it only makes you wet. Stage start gives a temporary all-direction cash shield. Mobile: use the 8-way pad, hold fire to charge, and tap Pause to show the mini map.
โ†–
โ–ฒ
โ†—
โ—€
โ–ถ
โ†™
โ–ผ
โ†˜
๐Ÿ’ด Hold Fire
โธ Pause

๐Ÿ’ด Cash Bundle Breaker 3D Full Prototype

Start Shield Each stage begins with a short no-damage state and a full-direction cash barrier.

Normal Bomb Tap Space / tap fire. Costs 1 cash bundle.

Charge Lv1 Hold long enough. Costs 3 cash bundles and keeps the current piercing attack.

Charge Lv2 Hold longer. Costs 6 cash bundles, deals random multi-power damage, and launches you backward.

Vending Machine Hit it with your cash attack and it throws juice back at you. Getting hit only makes you wet.

Prototype only: simplified shapes, no advanced physics, and Three.js loads from a CDN.

Learn more about the development insights behind this game. ใ€€ใ€€