Spotlight: Red Hot Ricochet

Spotlight: Red Hot Ricochet

Wyatt Yeong‘s game Epitaph absolutely blew me away when I saw it at the Boston Festival of Indie Games in 2016. It was a cool take on turn based competitive multiplayer that was unique and stylish, exactly the kind of thing I look for in an indie game.

Wyatt has a new game, coming out today, called Red Hot Ricochet, and it too looks to be taking things in an interesting direction, this time in the genre of arena shooters.

 

 

It’s high noon in this barren wasteland, and only one of you is making it out alive. Sure, you could try and shoot them right between the eyes – but where’s the fun in that? Red Hot Ricochet is an intense game of ricochet duels, and you’ll need wise shooting, lucky bounces, and a bit of triggernometry to win. Each player is armed with a gun that shoots bouncing bullets, allowing you to ricochet your shots. You’ll use the rocks around you both as cover and a way to hit your opponents where they least expect it. When you’re not giving your enemies a lethal dose of lead, you can also use your bullets to grab powerups, revive dead allies, or gain a burst of speed. Use your ammo wisely, or you’ll end up shooting yourself in the foot (literally).

OMG…triggernometry…i’m dying…

Red Hot Ricochet is a Top-down, twin-stick local multiplayer arena shooter.  Solo play for up to 4 player, and team play from up to 6 players, and a host of powerups. But that’s not the interesting bit. 

No, the really intersting part of Red Hot Ricochet is that the 10 different map layouts each randomly generated a series of rocks each time you play. These rocks are the backbone of Red Hot Ricochet, giving you cover and providing you with opportunities to bounce bullets around corners to take out enemy players.

I think that this has tons of potential, and while I’ve not yet played Red Hot Ricochet, It is my hope I can round up a few friends this weekend and give it a try.
Red Hot Ricochet is releasing today, Tuesday, March 6th on Steam for US$9.99.

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Written by
Editor-in-Chief of IndieHangover.com. With a soft spot for epics, sagas and tales of all types, Jacob approaches games as ways to tell stories. He's particularly interested in indie games because of the freedom they have to tell different stories, often in more interesting and innovative ways than Triple A titles.