No.201 / 280Action & reflex · Aiming & projectiles

Ricochet Around Corners

Can't hit the target directly? Let the wall turn the corner for you.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Precision · Creativity
Enter the GungeonNo.201Enter the Gungeon

01The core loop

Action → feedback → next choice
  1. 01Find a bounce surface
  2. 02Work out the angle
  3. 03Fire and trace it
  4. 04Adjust from the result

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    An enemy hides past an L-shaped corner; your bullets bounce twice, losing 20% damage each time.

  2. T2

    Turn 2 · The player chooses

    You fire at the far wall at 45° for one bounce around the corner.

  3. T3

    Turn 3 · The feedback

    It curves in and hits for 80%, flushing the enemy out.

  4. T4

    Turn 4 · The next decision

    It rushes you head-on, so you switch back to direct fire.

How it plays

Certain bullets bounce off walls one or more times, with angle in equals angle out. You can hit enemies you can't see from cover, but bounces can also miss or come back at you. Bounce counts are limited and may cut damage each time.

What the player weighs

  • Bouncing is safer but harder to predict
  • More bounces cover more ground and risk hitting you

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Enter the Gungeon
E

Enter the Gungeon

P1

Items like Bouncy Bullets and certain guns make shots ricochet, letting you reach enemies behind cover in tight rooms.

Noita
N

Noita

P2

Bounce-type spells and modifiers make projectiles rebound off terrain, and strong spells bouncing back can hurt you.

The difference worth noticing

In Gungeon ricochet is mostly a passive item effect; in Noita it's something you assemble into your wand.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Ricochet Around CornersAiming & projectiles+

Let players snap modular reflector panels into the level to engineer their own ricochet paths.

Prototype this combo in Yoroll

→Follow the next idea

Building & space

Snap-Together Building

Pieces snap into place so players think about what to build, not pixel alignment.

Prototype complexity
Who plays
Solo decisions
  1. 01Pick a piece
  2. 02Bring it to a snap point
  3. 03Confirm placement
  4. 04Continue from the new edge
Valheim · Satisfactory
Aiming & projectilesNew

Aiming Over the Drop

Distant targets need you to aim above them, and how much is learned by feel.

Prototype complexity
Who plays
Solo decisions
  1. 01Estimate the distance
  2. 02Raise your aim
  3. 03Watch the impact
  4. 04Correct from the miss
Sea of Thieves · Valheim
Aiming & projectilesNew

Move One Way, Aim Another

One hand dodges, the other shoots, and mastery is doing both at once.

Prototype complexity
Who plays
Solo decisions
  1. 01Read bullets and positions
  2. 02Move toward safety
  3. 03Aim at targets separately
  4. 04Hits and dodges feedback
Enter the Gungeon · Noita
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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