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Ragdoll Duel

Description

Ragdoll Duel is a stick-figure fighting game for mobile and desktop browsers. Bodies are active ragdolls: every limb has weight, a hit can stagger a fighter, and a heavy impact can tear an arm or a leg off. You play a solo endless campaign against CPU waves, or a local two-player brawl on one screen. The job is to stay standing, grab whatever is on the floor, and put the other fighter down.

The look follows the factory home screen. A purple workshop sits behind yellow-and-black hazard stripes, hanging chains, spinning saws, and trampolines. The player fighter is red. The rival is cyan. Buttons are glossy pills with navy outlines. Hits throw sparks, a sword leaves a light trail, and a knockout drops into slow motion. Nothing on screen is a realistic person. The fighters are simple stick figures in a cartoon arcade.

The core pleasure is the next messy collision. An empty hand picks up the nearest loose weapon. Holding one weapon and grabbing another crafts them when a recipe exists, such as a spear plus a saw. With nothing nearby, grab throws what you are holding. Sticks, bats, swords, spears, saws, pistols, torches, spring gloves, and rockets all break after enough use. Damage follows impact speed. The head takes the most, the torso less, the limbs the least. Saws, trampolines, and anti-gravity pockets punish a sloppy jump as much as a missed punch.

It suits short brawls and longer campaign runs. Solo levels are procedural, with the same level number always rebuilding the same arena. Enemy count, health, and weapons rise as you climb. Grunts give way to mini-bosses and then to a big boss every tenth level. Coins from a clear buy fighters and weapons in the shop, and bought weapons join the pickup pool. Two players share one device, best of five rounds, with a fresh arena each round.

Replay comes from the physics, not from a scripted combo list. A crafted weapon, a trampoline launch, and a saw you did not see all change the same room. Checkpoints sit every five levels, so a long run can be continued. A trial from the shop lets you borrow a locked fighter or weapon for one run without unlocking it.

Instructions

Open the factory home screen. Campaign starts a solo run from your checkpoint. The versus option starts a local two-player match. The shop spends coins on fighters and weapons. Sound can be muted from the corner buttons. On a phone held upright, a rotate hint covers the screen until you turn the device or choose to play in portrait.

In a fight, solo move is A D or the arrow keys, jump is W, Up, or Space, attack is J or F, and grab is K or G. A second jump works in the air. Player one on a shared screen uses A D, W, F, and G. Player two uses the arrow keys, K or Num1 to attack, and L or Num2 to grab. Touch screens get a pad with move, fist, jump, and hand. In two-player, each half of the screen has its own pad. Esc or P pauses.

Grab with an empty hand welds the nearest weapon to that hand. Grab again beside another weapon to craft or swap. Grab with nothing in reach to throw. Attack swings or fires the held weapon. Pistols have six shots. Saws can be thrown and come back. A torch burns. A spring glove knocks a body across the room. A rocket lunges. When durability runs out, the weapon shatters. Head hits deal double, torso hits deal full damage, and limb hits deal half. A heavy hit makes the ragdoll go limp before it stands back up. A bigger hit can remove a limb. A knockout plays in slow motion.

You clear a solo level by knocking out every enemy. The result shows coins and stars: three stars at 70 percent health or more, two stars at 35 percent, otherwise one. Coins scale with the level, the enemy tier, the health you have left, and a bonus for a flawless clear. You fail when your fighter is knocked out. One rewarded revive is available per run. Decline it and the run ends at the last checkpoint. Two-player rounds are first to take the majority of five, or the fighter still standing when the 60-second timer ends. Weapon pickups restock between rounds.

Campaign and local versus are separate modes. Campaign uses endless generated rooms, monster fighters that jump, flank, and craft, and the coin shop. Versus is a best-of-five brawl with a human on each side and no campaign progress. A checkpoint every five solo levels is what Continue returns to. Buying a weapon adds it to future pickup pools. A shop trial starts one campaign run with a locked fighter or weapon and unlocks nothing when the run ends.

Helpers sit on the reward and the wallet, each marked as a video. After a clear you can watch once to double that clear's coins. A video button on the coin wallet grants a daily gift, up to eight times a day, with a short cooldown. Revive is the one continue after a knockout. An interstitial can appear on the way to the next level, and when you restart or go home, no more than once a minute. Dismissing or failing a video grants nothing. There is no paid shop currency beyond the coins you earn in a clear.

For a first session, play campaign and grab the nearest stick or bat before you chase a gun. Jump the saws instead of trading hits beside them. Use the second jump off a trampoline when the next platform is high. Throw a weapon you are about to lose rather than letting it shatter in your hand. In two-player, give each person one side of the keyboard or one touch pad and play a single round before a full best of five.

Later runs are about keeping health for the star bonus and reaching the next boss with a crafted weapon. Save pistols and rockets for the mini-boss and the tenth-level boss. Craft when two weapons are on the floor instead of swinging the weaker one. Spend coins on a weapon that joins the pickup pool, not only on a new fighter color. Use the shop trial when you want to feel a locked weapon for one run. Come back from the five-level checkpoint instead of restarting the whole campaign after a late knockout.