Hopshot
Design:
Designed for Daredevil and Conqueror player types, the game emphasizes high-risk, high-reward mechanics, fast-paced challenge, and competitive play, supported by a leaderboard-driven scoring system.
Game mechanics:
Player Movement:
- The player can perform a mid-air hop at any time using the left mouse button. Each hop is governed by a cooldown to prevent spamming while still allowing reactive dodging. Hop strength is tuned to enable evasive movement without allowing the player to leave the screen bounds.
- Player rotation is controlled by the mouse cursor. The player constantly faces the cursor, and all movement and hopping direction is derived from this orientation.
- Player movement is constrained to the screen bounds to maintain readability and consistent challenge.
Combat:
- The player can fire a projectile using the right mouse button in the direction they are facing. Shooting is limited by a cooldown to encourage deliberate, well-timed shots.
- Projectiles travel fast enough to accurately hit intended targets while remaining visually trackable.
- Projectiles are used to destroy specific obstacles and all AI enemies, adding an offensive option alongside evasive play.
Collectibles:
- Coins spawn randomly throughout the level and contribute directly to the player’s final leaderboard score.
- Coin spawns are governed by a maximum concurrent count and minimum spacing distance to ensure meaningful risk when moving between pickups.
- Coins respawn at a fixed rate after collection, ensuring that at least one coin is usually available while still requiring the player to survive against escalating threats.
- Coins do not spawn too close to the player, encouraging intentional movement rather than passive collection.
Obstacles:
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Obstacles spawn off-screen and enter the play area from random directions at varied speeds.
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Spawn trajectories are biased toward the player’s general position without spawning directly on top of them, ensuring fairness while maintaining pressure.
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Obstacle speed and spawn frequency gradually increase over time to create a mounting challenge, capped to preserve navigable gaps and stable performance.
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Multiple obstacle types with varying sizes are randomly selected, with some being destructible via player projectiles.
AI Enemies
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AI enemies spawn from off-screen at a lower rate than obstacles and actively pursue the player.
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Enemy spawn frequency increases gradually over time, reinforcing difficulty escalation.
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All AI enemies can be defeated using projectiles, requiring players to balance evasion and aggression.
Health & Damage
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The player has a finite health pool that is reduced upon collision with obstacles, enemies, or level boundaries.
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Health values are balanced to allow limited recovery from minor mistakes without permitting repeated errors.
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Upon collision, the player is knocked away from the impact source, introducing positional consequences and the possibility of follow-up damage.
| Status | Released |
| Platforms | HTML5 |
| Author | Atomic Dream Games - Tom Wilson |
| Genre | Action |
| Made with | Unity |
Download
Install instructions
For the download and extract the zip, then run the executable.
For web version simply run the game in browser and press the icon in the corner for full screen.

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