Real Hand Tracking Balloon Shooter
Real Hand Tracking Balloon Shooter
Real Hand Tracking Balloon Shooter
A browser-based arcade game controlled by hand gestures. You can play it two ways: use your actual hand in front of the camera for the full hand-tracking experience, or just use your mouse if you'd rather skip the camera. Try to play with hand tracking mode. It is just a lot more fun.
A browser-based arcade game controlled by hand gestures. You can play it two ways: use your actual hand in front of the camera for the full hand-tracking experience, or just use your mouse if you'd rather skip the camera. Try to play with hand tracking mode. It is just a lot more fun.
A browser-based arcade game controlled by hand gestures. You can play it two ways: use your actual hand in front of the camera for the full hand-tracking experience, or just use your mouse if you'd rather skip the camera. Try to play with hand tracking mode. It is just a lot more fun.
A browser-based arcade game controlled by hand gestures. You can play it two ways: use your actual hand in front of the camera for the full hand-tracking experience, or just use your mouse if you'd rather skip the camera. Try to play with hand tracking mode. It is just a lot more fun.
A browser-based arcade game controlled by hand gestures. You can play it two ways: use your actual hand in front of the camera for the full hand-tracking experience, or just use your mouse if you'd rather skip the camera. Try to play with hand tracking mode. It is just a lot more fun.
How to Play
How to Play
How to Play
How to Play
Point your index finger at the screen to move the targeting reticle.
Or with mouse, you can double-click to shoot the balloon.
When you're locked onto a balloon, pinch your thumb and index finger together to shoot it.
Miss too many or hit a bomb balloon, and you lose a life.
You've got 60 seconds and make every shot count.
Point your index finger at the screen to move the targeting reticle.
Or with mouse, you can double-click to shoot the balloon.
When you're locked onto a balloon, pinch your thumb and index finger together to shoot it.
Miss too many or hit a bomb balloon, and you lose a life.
You've got 60 seconds and make every shot count.
Point your index finger at the screen to move the targeting reticle.
Or with mouse, you can double-click to shoot the balloon.
When you're locked onto a balloon, pinch your thumb and index finger together to shoot it.
Miss too many or hit a bomb balloon, and you lose a life.
You've got 60 seconds and make every shot count.
Point your index finger at the screen to move the targeting reticle.
Or with mouse, you can double-click to shoot the balloon.
When you're locked onto a balloon, pinch your thumb and index finger together to shoot it.
Miss too many or hit a bomb balloon, and you lose a life.
You've got 60 seconds and make every shot count.
Point your index finger at the screen to move the targeting reticle.
Or with mouse, you can double-click to shoot the balloon.
When you're locked onto a balloon, pinch your thumb and index finger together to shoot it.
Miss too many or hit a bomb balloon, and you lose a life.
You've got 60 seconds and make every shot count.
Game Rules
Game Rules
Game Rules
Game Rules
Normal balloons give you +10 points. Golden ones give +50. Clock balloons add 5 seconds to the timer.
Bomb balloons take away 20 points and cost you a life.
Balloons get faster and spawn quicker as your score climbs.
Chain hits build a combo multiplier up to 5x.
Normal balloons give you +10 points. Golden ones give +50. Clock balloons add 5 seconds to the timer.
Bomb balloons take away 20 points and cost you a life.
Balloons get faster and spawn quicker as your score climbs.
Chain hits build a combo multiplier up to 5x.
Normal balloons give you +10 points. Golden ones give +50. Clock balloons add 5 seconds to the timer.
Bomb balloons take away 20 points and cost you a life.
Balloons get faster and spawn quicker as your score climbs.
Chain hits build a combo multiplier up to 5x.
Normal balloons give you +10 points. Golden ones give +50. Clock balloons add 5 seconds to the timer.
Bomb balloons take away 20 points and cost you a life.
Balloons get faster and spawn quicker as your score climbs.
Chain hits build a combo multiplier up to 5x.
Normal balloons give you +10 points. Golden ones give +50. Clock balloons add 5 seconds to the timer.
Bomb balloons take away 20 points and cost you a life.
Balloons get faster and spawn quicker as your score climbs.
Chain hits build a combo multiplier up to 5x.
Notes
Notes
The very first few seconds after you hit play, the hand tracking model is still loading and warming up. Give it a moment and once it locks onto your hand, the reticle snaps into place and stays smooth from there.
The very first few seconds after you hit play, the hand tracking model is still loading and warming up. Give it a moment and once it locks onto your hand, the reticle snaps into place and stays smooth from there.
The very first few seconds after you hit play, the hand tracking model is still loading and warming up. Give it a moment and once it locks onto your hand, the reticle snaps into place and stays smooth from there.
The very first few seconds after you hit play, the hand tracking model is still loading and warming up. Give it a moment and once it locks onto your hand, the reticle snaps into place and stays smooth from there.
The very first few seconds after you hit play, the hand tracking model is still loading and warming up. Give it a moment and once it locks onto your hand, the reticle snaps into place and stays smooth from there.
How I Built It
How I Built It
How I Built It
How I Built It
The whole thing is built in React, a single self-contained component using hooks to manage the game loop, camera stream, and all the real-time state.
Camera input runs through MediaPipe Hands which detects your hand landmarks in real time.
I take the index fingertip coordinate, mirror it, smooth it with exponential filtering to kill the jitter, and map it onto the game canvas as the reticle.
All the sounds: pops, explosions, combos, the background music are synthesised live with the Web Audio API. No audio files, no external assets.
Finally, generate it as a code component and drops straight into the portfolio.
The whole thing is built in React, a single self-contained component using hooks to manage the game loop, camera stream, and all the real-time state.
Camera input runs through MediaPipe Hands which detects your hand landmarks in real time.
I take the index fingertip coordinate, mirror it, smooth it with exponential filtering to kill the jitter, and map it onto the game canvas as the reticle.
All the sounds: pops, explosions, combos, the background music are synthesised live with the Web Audio API. No audio files, no external assets.
Finally, generate it as a code component and drops straight into the portfolio.
The whole thing is built in React, a single self-contained component using hooks to manage the game loop, camera stream, and all the real-time state.
Camera input runs through MediaPipe Hands which detects your hand landmarks in real time.
I take the index fingertip coordinate, mirror it, smooth it with exponential filtering to kill the jitter, and map it onto the game canvas as the reticle.
All the sounds: pops, explosions, combos, the background music are synthesised live with the Web Audio API. No audio files, no external assets.
Finally, generate it as a code component and drops straight into the portfolio.
The whole thing is built in React, a single self-contained component using hooks to manage the game loop, camera stream, and all the real-time state.
Camera input runs through MediaPipe Hands which detects your hand landmarks in real time.
I take the index fingertip coordinate, mirror it, smooth it with exponential filtering to kill the jitter, and map it onto the game canvas as the reticle.
All the sounds: pops, explosions, combos, the background music are synthesised live with the Web Audio API. No audio files, no external assets.
Finally, generate it as a code component and drops straight into the portfolio.
The whole thing is built in React, a single self-contained component using hooks to manage the game loop, camera stream, and all the real-time state.
Camera input runs through MediaPipe Hands which detects your hand landmarks in real time.
I take the index fingertip coordinate, mirror it, smooth it with exponential filtering to kill the jitter, and map it onto the game canvas as the reticle.
All the sounds: pops, explosions, combos, the background music are synthesised live with the Web Audio API. No audio files, no external assets.
Finally, generate it as a code component and drops straight into the portfolio.

๐ท
Camera Required
This game uses your camera and AI hand tracking to let you aim and shoot with real hand gestures.

๐ท
Camera Required
This game uses your camera and AI hand tracking to let you aim and shoot with real hand gestures.
ยฉ 2026 Design With Rina. All right reserved.
ยฉ 2026 Design With Rina. All right reserved.
Made with Milk & Coffee.
Made with Milk & Coffee.




