A shooting puzzle where the round leaves the muzzle inert and only turns lethal once it has touched something. Hit a target straight on and it shrugs, and you have wasted a shot. Steel reflects, rubber accelerates, splitters divide the round, curve plates leave spin that arcs it after the bounce, and felt swallows it whole.
The round leaves the muzzle grey and harmless. It turns gold the moment it touches a surface, and only then will it kill anything. So the straight line to a target is never the answer - it is a wasted shot.
Steel reflects cleanly and bleeds a little speed. Rubber throws the round faster, which is the only way to feed a long route before the fuse runs out. Splitters turn one round into two, thrown wide of the reflection. Curve plates leave a decaying spin, so the round arcs after it has left them. Felt simply eats it.
A live round passes through the targets it kills, so a good angle is rarely worth one target. Lining three up on a single cushion is what the levels are built around.
Aiming tells you what the round will touch first, including a warning when you are about to hit a shield and waste the shot. What happens after that first contact is yours to work out.
The simulation is fixed-step and shared between the aim guide, the live shot and the solver, so a route that worked once works every time. There is no luck in a clear.
Each level's par comes from a solver that searched every firing angle and then kept only routes where every shot has at least two degrees of slack. Three levels originally advertised a one-shot par no human could hit, and were corrected down to what is actually fair.
It ends at a chamber with no reflective surface inside it and a lip across every straight line, where the only way in is spin.