- 01Identify reflective surfaces
- 02Predict the first hit
- 03Shoot and observe bounces
- 04Adjust the angle
Ricochet aiming
Projectiles change direction on selected surfaces. Initial aim sets up later collisions and can reach targets behind obstacles.
The player's decision
Hit a nearby target directly or risk a bounce that can reach several targets?
Original scenario
Original setup: a wall blocks a target beneath an angled mirror. Preview only the first bounce so the second segment still requires prediction.
Start with this prototype
Build a fixed launcher, two reflective walls and three targets with five shots. Show the previous trajectory and impact points. Clear all targets to win; use deterministic reflection without random spread.
Change one variable
Compare a full trajectory preview with a first-segment preview to tune prediction demands.
What to observe in a playtest
Does the same angle repeat the trajectory, and can players tell which direction to adjust?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Fast shots skipping thin walls break trust in the rule. Verify continuous collision or equivalent protection.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Peggle Deluxe
Aimed shots bounce through pegs, extending one launch into multiple hits.
- Peglin
Peg hits become combat damage, connecting bounce geometry with a build's resources.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a fixed launcher, two reflective walls and three targets with five shots. Show the previous trajectory and impact points. Clear all targets to win; use deterministic reflection without random spread.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.