A step‑by‑step puzzle about ricochet. You have one bullet and a limited number of bounces, and there are targets on the arena that need to be eliminated one by one. The sight is adjusted by dragging; the dotted line shows the first two reflections, and you have to figure out the rest of the trajectory in your head.
One hundred levels are grouped into ten sets, and each set adds its own element: mirrors deflect the bullet diagonally, glass allows it to pass through at the cost of a bounce, armor withstands two hits, portals transport the bullet without loss, moving targets evade the shot, and destructible walls crumble after being hit. By the last sets, all of this is encountered in a single arena.
Every day brings a new challenge: a new level that costs five regular ones, and a spot on the leaderboard.
A miss costs nothing - tap, and the level is back to its original state, with no loading or timers. Progress is saved automatically; you can play without logging in.
How to play
Drag from the turret and release - the bullet flies. The dashed line previews the first two reflections.
You get one bullet, and the ricochet budget is limited and shown in the header. Every hit on a wall, mirror or glass spends one ricochet; when it runs out, the bullet stops. The level is cleared when every target goes dark.
On the arena:
A wall reflects the bullet.
A breakable wall reflects once and crumbles.
A mirror turns the bullet 90 degrees along its diagonal.
Glass lets the bullet through but charges one ricochet.
Portals come in pairs: in through one, out of the other, no ricochet spent.
An armored target takes two hits.
A moving target steps one cell after every ricochet.
A miss resets everything instantly, with no penalty. Every level can be solved with a single shot; if it does not, the button under the field shows the winning trajectory for watching an ad.