Bullet Bounce punishes the obvious shot. If you can see a target straight ahead, so can the level designer — and there is usually a cheaper line that clears three targets with one bullet. Learning to read angles is the difference between running dry on room four and finishing with ammo to spare.

The mirror trick

A bounce is a mirror. Instead of tracing the bullet forward, reflect the target across the wall you intend to hit, then aim straight at the reflection. The bullet will follow the mirrored line exactly.

Once that clicks, four-bounce shots become planable. You unfold the room like a piece of paper: reflect the target across wall one, then wall two, and draw one straight line back to your launcher.

Order of operations

Clear the room from the outside in:

  • First, shoot targets that sit in dead ends. They are the ones that need the most bounces and the fewest alternatives.
  • Second, shoot clusters where a single line passes two targets. A bank shot that kills two is always worth more than a direct shot that kills one.
  • Last, handle the open targets in the middle. They can be reached from almost anywhere, so they are your spare ammo sinks.

Corners are free kills

A target tucked into a corner can be hit from two different reflected lines, and the corner itself acts like a second launcher. When a room looks impossible, count the corners first — there is usually a line that starts by bouncing off a nearby side wall and enters the corner at a shallow angle.

Aim with the wall, not the target

Small changes near the launcher become large changes downrange. If your line is slightly off, do not re-aim at the target: shift the first bounce point along the wall by a few pixels and watch how the exit angle doubles.

Practically, this means your first bounce is the only decision that matters. Everything after it is arithmetic.

When to spend a bullet as a probe

Some layouts hide whether a wall is solid until you shoot it. A probe shot that clears one target and reveals the geometry is not wasted — a wasted shot is one that teaches you nothing. Aim probes along the edge of the room, where the bullet travels the longest and shows you the most.

Ammo discipline

  • Never take a direct shot when a bank shot exists at the same cost.
  • Do not fire at a single target with two bullets left; find the line that takes two targets.
  • If you are down to the last bullet, look for the corner line. It is almost always there.

The mental model

Think of the room as a net of straight lines rather than a space full of objects. Every wall creates a copy of the room behind it. Your job is to find which copy contains the targets you have left, and shoot at the seam.

That is the whole game. The rest is counting.