r/playmygame • • 57m ago

[PC] (Web) Published my first game as a solo developer, Vector Ricochet on itch.io

Playable Link: Vector Ricochet

Description:

VECTOR RICOCHET is a chaotic physics roguelike. Drag to aim, calculate angles off the walls, and stack devastating item synergies to conquer a 24-room tower.

Features

- Kinetic Physics Engine: Slingshot your ball and trigger wall-bounce speed boosts and chain reactions.

- 19 Stacking Items & Synergies: Combine various items and make crazy builds and clear the levels.

- 7 Enemy Types: From aggressive Chargers to armoured Shield bearers you must flank from behind.

-5 Unique bosses that will test your skills.

- 6 Ascent Difficulty Tiers: From Standard arcade play to punishing modifiers.

Please leave a feedback, as the game is still in development. Thanks for playing!

3 Upvotes

4 comments sorted by

2

u/tropical-dev 52m ago

Congrats on your first release! The whole bouncing off walls to build momentum mechanic sounds pretty fun. Curious, what was the hardest part of making this as a solo dev?

1

u/CptBlack007 46m ago

Thanks! Hard but fun part was to think of cool little items that are not just stat upgrades, but which actually alter gameplay, and then balancing them, and on top of it synergies between those dozens of items. And yeah coming up with a game director which turns randomness into 'fun randomness'

1

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2

u/LunatrixGames 2m ago

Played the browser version through the first couple of tutorial rooms. The drag-to-launch feel is really nice: the trail and the little "CLEARED!" burst on the first enemy made the shot feel satisfying straight away, and the 3-card item pick after a room is clean and readable.

Two things that tripped me up: first, I lost a heart somewhere in room 1 without noticing why. I only spotted it in the health bar afterwards. A quick flash on the heart or a short "hit!" popup would help, especially since room 2's tutorial is all about dodging the red telegraph. Second, in the item shop there wasn't much feedback when I clicked a card, so I wasn't sure what I'd bought until I saw the icon under Arsenal. A brief "purchased" state or the card dimming would make it clear.

Small one: after the last enemy dies the ball keeps rolling for a while. The "hold to fast forward" hint is good, but ending the turn automatically once the room is cleared might feel snappier. Nice first release!