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Ricochet

A calm physics arcade on paper. Drag to launch, then let the ball ricochet off the walls to reach every target before your launches — or the clock — run out.

▶ Play RicochetDrag to launch
Physics bank-shot puzzler
Ricochet
Aim, launch, and ricochet a ball through 100 physics puzzles. Longer drag, more power.
LV 06 100 LEVELS
LV 06Carom

How to play

Drag out from the launcher and release to fire — the further you pull, the harder the shot. Gravity tugs the ball down as it flies, so every launch arcs, and it ricochets off the walls it lands on. The fun is in banking it around corners and obstacles to reach targets you can't hit head-on.

One launch, one wall bounce: the ball arcs off the launcher, ricochets off the wall up top, and curls down behind the barrier to a target you could never reach in a straight line.
Follow the preview line
While you drag, a dotted line traces where the ball will go — every wall bounce included. Read it to line up your ricochet, then let go the moment the path threads to a target.

Clear every target

Each level is a scatter of red targets; roll the ball into one and it pops. Clear them all and the level is done. You only get a set number of launches — the pips in the corner — and a clock draining along the top edge, so a clever bank beats a lucky one.

LV 07Turbine
Your budget for the level: the pips are launches left, the bar up top is the clock. Run either dry with a target still standing and it's a retry.

What's on the board

Early levels are just you, the walls and the targets. As you climb the 100 levels, gadgets start filling the board — each bends, boosts, or blocks the ball a different way:

Bounce pad — springs the ball back faster than it arrived, along its chevrons. Ideal for launching up and over a wall.
Bumper — kicks the ball away with extra speed the instant it touches, like a pinball peg.
Gravity well — bends the ball's path as it passes; most pull it inward, a few push it away.
Magnet — a red node drags the ball toward it, a blue one shoves it away, anywhere inside its range.
Portal — a linked pair. Roll into one and you burst out of its partner with your speed intact.
Spinner — a bar turning on its hub that swats the ball whichever way it's rotating.
Orbiter — a ball circling a fixed point; time your shot to slip past it.
Wind zone — a field of air that nudges the ball along its arrows the whole time it's inside.
Crate — a breakable box. Hit it to chip it, and enough hits smash it clean out of the way.
Mover — a platform sliding back and forth along its track; aim for the gap where it isn't.

Tips

  • Aim at walls, not targets — plan the second and third bounce.
  • A softer shot is easier to control than a full-power one.
  • Line up two targets on one ricochet path to save a launch.
  • Every bounce sheds a little speed, so reach the farthest target before the ball runs out of pace.
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