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MirrorBullet

An unreflected shot cannot kill anything. Place up to four mirrors, fire once, and let the enemy's own volley solve the board. 216 deterministic stages on a 9x7 grid, no hints, no luck, and every par proven minimal by a solver.

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About the Game

A shot that has not reflected cannot kill anything.

That single rule is the whole game. Sentries fire on their own, one round each, and those rounds pass through everything without leaving a scratch. Bend a shot off a mirror and it turns lethal. That is the only weapon you have, and you get four mirrors at most.

Every bounce escalates it. One reflection destroys a target and stops. Two reflections destroy and keep going, straight through whatever is behind. Three or more and the round detonates across the 3x3 around the impact - including your own core, if you routed it badly. The most powerful shot in the game is the one most likely to kill you.

Nothing is hidden. Nothing is random.

Before you commit, the whole board reads like a circuit: fixed reflectors you cannot move, prisms that split one round into two, shields that turn a hit into a harmless clink, walls, and shards worth collecting on the way. Hover a cell and you see the exact route a mirror there would produce, before you fire.

There are no hints and no assists. Every stage is solvable from what is already on screen. When a stage finally opens up, it opened up because you read it.

216 stages. Every par is a proven minimum.

The par on each stage is not a designer's guess. A solver has to prove it is the true minimum number of mirrors, or the stage does not ship. That proof runs as an automated test on every build, and the build fails the moment it stops being true.

A shard-complete solution always exists within par, too - collecting everything never costs you an extra mirror. That holds for all 216 stages.

Clear it. Clear it at par. Clear it at par with every shard collected. Three stars means there was nothing left to find.

Features

  • 216 stages on a 9x7 grid, each with a solver-proven minimum solution

  • Deterministic to the tick - no reaction timing, no hidden rolls, no luck

  • Fixed reflectors, prisms, shields, walls, piercing shots, 3x3 detonations, optional shards, and armoured sentries that only break to a round carrying enough bounces

  • Three-tier prediction display: show two bounces, four, or the entire route

  • Four palettes including three colour-vision options; bounce tiers are encoded by line pattern, not colour alone

  • Reduced-flash mode, screen shake adjustable down to zero, UI scaling

  • Full key rebinding

  • 15 achievements and a records panel for the 8 statistics the game keeps

  • Replay export as readable JSON for sharing solutions

  • Full Japanese and English text