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RICOCHET

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OVERVIEW

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Ricochet is a top-down puzzler/shooter.

It is a game that takes inspiration from the classic fables of Aesop, but with a dramatic twist. The player must stealthily infiltrate the enemy’s base, and solve puzzles with ricocheting bullets. As my first team project, I learned a lot about creating safe spaces to communicate ideas and brainstorm, as well as the challenges and benefits of working as a team.

My Roles:

Game Design, 2D Artist, Level Design, Narrative Design

Watch Me

Play Me

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A GLIMPSE INTO THE  TALE

  • Focused Discussion: By sparking debate among team members, I conceived of a scoring system that rewards hardcore players without disadvantaging casual ones.

  • More Emotion: By leaning heavily into the Aesopian fantasy, I subverted expectations by ending the story on a melancholic note, evoking a more powerful emotional response.

  • Simplicity: By limiting the number of mechanics, we focused on creating and polishing multiple levels.

The Full Story

For a game jam hosted by itch.io, I led a team of four in creating Ricochet, a puzzler/shooter with the theme "Dystopian Fables." Initially unsure, I focused on simple yet engaging mechanics. The concept of ricocheting bullets became the core, and after brainstorming, we developed puzzles where players shoot and ricochet bullets to solve challenges. This mechanic was versatile and easy to create levels around, offering near-infinite possibilities within our limited scope.
 

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One challenge we faced early on was aligning the team on the game's direction. For instance, a team member suggested limiting ammo to increase difficulty. However, to ensure we balanced team input with accessibility goals, I proposed a grading system that tracked bullet usage after each level. This allowed hardcore players to perfect their performance while giving casual players the option to ignore it, tailoring difficulty to individual preferences.
 

In this example, the player has performed near perfectly and received the top score.

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In this one, the player has performed really poorly, but they are allowed to progress nonetheless.

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To tie the theme with the gameplay, I created a story about a widowed husband seeking revenge on his wife's killer. By subverting expectations with a melancholic ending, I evoked a powerful emotional response. The player avenges their wife, but grief persists, and in Aesopian fashion a moral lesson: vengeance offers no true resolution. 
 

We kept gameplay mechanics simple with ricocheting bullets, switches, and a cover system, allowing us to focus on crafting and polishing multiple levels. The final result was a game that blended intuitive mechanics, emotional depth, and a clear narrative.
 

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Game Loops

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These simple loops are very flexible and adaptable, allowing for levels to steadily progress in difficulty without complicating the formula.

Contributors

Thank you to my awesome teammates who helped make this project come to life!

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