Oneshot Rewind

“What if failure wasn’t a reset ; but a teammate?”

Top down puzzle shooter prototype

Solo Project

2 weeks

Android/IOS

Unity

Oneshot Rewind

“What if failure wasn’t a reset ; but a teammate?”

Top down puzzle shooter prototype

Solo Project

2 weeks

Android/IOS

Unity

One Shot Rewind is a top-down, single-bullet puzzle-shooter about mastering time, precision, and teamwork with yourself.

Players fire a single shot, rewind time, and team up with their own past-selves (Echoes) to pull off synchronized strikes.

Project Goals

Design a creative, time-loop puzzle-shooter where every run feels like co-op with yourself. The game is intended to be casual and bite-sized, while showcasing my skills in gameplay design, puzzle design, level design, and technical systems.

Design Pillars


Time-Loop Tactics



One bullet, rewind, then fight alongside echoes of your past selves.



Every Shot is a Puzzle



Ricochet puzzles meet precision aiming.



Echo Coordination



Up to 3 "echoes" replay your inputs; every run is a choreographed strike.


Gameplay


Line Up Your Shot


Plan your position and fire a single, precision shot.

Use wall bounces, or trick angles to hit enemies and trigger puzzle elements.

Rewind & Create Echoes

Rewind time and let your past self replay the shot.

Stack up to 3 echoes, each performing your previous moves in sync with you.

Solve the Puzzle

work with your echoes to eliminate all enemies and clear objectives.

Each room is a creative, time-based puzzle with dynamic solution.

Gameplay


Line Up Your Shot


Plan your position and fire a single, precision shot.

Use wall bounces, or trick angles to hit enemies and trigger puzzle elements.

Rewind & Create Echoes

Rewind time and let your past self replay the shot.

Stack up to 3 echoes, each performing your previous moves in sync with you.

Solve the Puzzle

work with your echoes to eliminate all enemies and clear objectives.

Each room is a creative, time-based puzzle with dynamic solution.

Mistake? Rewind Smarter

Friendly fire means your echoes (and you) are always at risk.

Rethink your strategy, adjust your timing, and choreograph the perfect run.


Single-Bullet Puzzle Loop

Players fire one shot per cycle. The challenge comes from mastering angle-based ricochets and choreographing interactions over time.

Rewind & Echo System

After firing, you can rewind time. A ghostly “echo” now performs the previous actions while the player enters a new phase. Stack up to 3 echoes to create a ballet of perfectly timed assaults.


Risk-Reward Design

Echoes and the player share vulnerability. Adding friendly fire late in prototyping made the system way more engaging. Suddenly, planning became survival.



Puzzle & Combat Hybrids

Levels blend combat with spatial puzzles: timed doors, switches, and reactive barriers create multi-step, puzzle peices


Single-Bullet Puzzle Loop

Players fire one shot per cycle. The challenge comes from mastering angle-based ricochets and choreographing interactions over time.

Rewind & Echo System

After firing, you can rewind time. A ghostly “echo” now performs the previous actions while the player enters a new phase. Stack up to 3 echoes to create a ballet of perfectly timed assaults.


Risk-Reward Design

Echoes and the player share vulnerability. Adding friendly fire late in prototyping made the system way more engaging. Suddenly, planning became survival.



Puzzle & Combat Hybrids

Levels blend combat with spatial puzzles: timed doors, switches, and reactive barriers create multi-step, puzzle peices

Controls

Move

Roll

Aim

Release to Shoot

Rewind

Controls

Move

Roll

Aim

Release to Shoot

Rewind

Puzzle Design


“First Shot” (Tutorial)

Use the left stick or WASD to move your character through the combat zone.

“Two Birds”

“Crossfire”

“Hide n Seek”

“All Hands on Deck”

Go back in Time

Puzzle Design


“First Shot” (Tutorial)

Use the left stick or WASD to move your character through the combat zone.

“Two Birds”

“Crossfire”

“Hide n Seek”

“All Hands on Deck”

Go back in Time

Technical Design & Systems

The Rewind system lets the player’s actions be recorded and then replayed by “echo” characters (ghost versions of the player). Each echo performs exactly what the player did in a previous run, including movement, aiming, and shooting.


Frame-by-Frame Recording

PlayerRecorder logs a RecordFrame every update: world position, rotation, movement state, aim vector, and a precise shoot-on-release flag. This creates a complete, frame-accurate record of the player’s run.


Deterministic Playback

EchoReplayer consumes the saved frames in order. Each frame updates transform, animation states, and sends recorded aim/shoot commands to movement and weapon systems — ensuring pixel-perfect replication of the original run.


Echo Management

GameManager coordinates the cycle: stops recording, spawns echoes, injects their data, and resets the scene. Supports stacking up to 3 echoes while maintaining a consistent playfield by restoring initial object transforms.

Technical Design & Systems

The Rewind system lets the player’s actions be recorded and then replayed by “echo” characters (ghost versions of the player). Each echo performs exactly what the player did in a previous run, including movement, aiming, and shooting.


Frame-by-Frame Recording

PlayerRecorder logs a RecordFrame every update: world position, rotation, movement state, aim vector, and a precise shoot-on-release flag. This creates a complete, frame-accurate record of the player’s run.


Deterministic Playback

EchoReplayer consumes the saved frames in order. Each frame updates transform, animation states, and sends recorded aim/shoot commands to movement and weapon systems — ensuring pixel-perfect replication of the original run.


Echo Management

GameManager coordinates the cycle: stops recording, spawns echoes, injects their data, and resets the scene. Supports stacking up to 3 echoes while maintaining a consistent playfield by restoring initial object transforms.

Fin.

Wednesday, November 19, 2025

Made by Rahul Vinod