RICOCHETRIVALS

by Dead Center Apps

Protect your goal. Catch the ball. Pick your angle. Knock out your rivals.

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Play Online

Quick matches with real players. Nobody gets filled in with bots unless you choose Start with bots in the lobby.

Private Room

Play Solo

Quick Play

Solo Circuit

Twelve matches that get harder as they go. Each has three goals: win, win with 3+ lives left, and a skill goal. Stars unlock the next match.

Survival

You defend the bottom goal; the other three sides are walls. Three lives, one ball, and it keeps getting faster. A return scores 1, a timed strike scores 3.

Practice Lab

Room ------

1v1 Duel · Quick · Power-ups on ·

    Customize

    Looks only. Every ship has the same shape, speed, strike and magnet.

    How to Play

    Protect your goal. Catch the ball. Pick your angle. Knock out your rivals.

    SlideYour ship slides along the rail in front of your goal. Let the ball past and you lose a life.
    Aim with the bumperThe middle sends it straight back; the ends send it at an angle. Moving adds a little.
    StrikePunch the bumper out as the ball arrives: 15% faster. Miss and it still needs 0.65 s to recharge.
    MagnetHold to catch a ball right in front of you. Move to aim, then let go, or Strike for a powered shot.

    Power-ups

    A glowing pickup appears in the arena every 12 to 20 seconds. Hit it with the ball and whoever touched the ball last gets the power: Switch them off for a classic match in Quick Play, the Practice Lab or a private room.

    All the rules
    • Everyone starts a round with 5 lives (teams share 10). A ball fully across your goal line costs one life, own goals too.
    • Out of lives: your ship leaves and you keep watching. The arena shrinks to fit the ships still in: four play on a square, three on a triangle, two in a rectangle. Every new round starts at full size.
    • Last ship (or team) standing wins the round. Quick Match is one round; Standard is first to two.
    • After a goal the ships reset to the middle and a new ball is served from the centre toward whoever conceded. The arrow shows where.
    • Magnet: 100 energy. A catch costs 35, holding drains 45 a second, and a held ball lets go by itself after 1.2 s. Energy refills (25 a second) once the magnet has been off for 0.75 s. You can't re-catch the ball for 0.35 s after letting go.
    • The magnet only catches balls coming toward you, right in front of your bumper. Never through walls, never from behind.
    • At 90 seconds into a round, OVERDRIVE starts: the slowest the ball can go climbs to 800 over 30 seconds.
    • If the ball gets stuck or nobody touches it for 12 seconds it's re-served. Nobody loses a life.

    Controls

    Keyboard: A / D or ← / → to move, Space to strike, Shift to hold the magnet. Mouse (switch on in Settings): your ship follows the pointer, left click strikes, right click holds the magnet. Gamepad: left stick, A to strike, a trigger for the magnet. Phone: slider bottom-left, Strike and Magnet bottom-right. Play sideways.

    Settings

    ROUND 10 – 0
    LIVES5
    MAGNET
    STRIKE
    TIME0:00
      MOVE

      Results