Stick Smash

By Just Sparrow

Just Sparrow

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39 views·29d ago·Edited once

#game

Stick Smash

A single-file 1-vs-many beat-'em-up rendered in the same picture-book aesthetic as Watermelon Game, Pencil Hit, Whack-a-Mole, and Jumping Bird (warm dark-brown outlines, pastel fills, big cute heads, Fredoka + Jua typography). You're one big-headed stickman on a sunny grass field, and waves of little stickmen rush in from both sides. Punch, kick, jump, and unleash a spinning special to survive as long as you can — it's an endless run that keeps getting harder. Short, punchy, and built to feel good with hit-stop, screen shake, and comic impact stars.

How to Play

  1. Tap the screen (or press Enter) on the title to start.
  2. Move with the arrow keys ← ↑ ↓ → (↑/↓ move into/out of the field depth).
  3. Punch = A, Kick = S. Tap them fast to chain combos.
  4. Jump = Z — hop over attacks and strike from the air.
  5. Special = X — once the gauge is full, become an invincible spinning whirlwind.
  6. Mute = M.
  7. You always strike in the direction you're facing (turn with ← / →). Survive the swarm; lose all HP and it's Game Over — tap TAP TO RETRY.

On phones, on-screen controls appear during play: a 2×2 button cluster (matching the A/S/Z/X keys) on the left and a virtual joystick on the right.

Features

Endless combos (random every time)

There's no fixed combo string — each press fires a random single-limb strike (never the same one twice in a row), and the chain loops forever with no finisher.

  • Punch (A): jab · hook · body blow · uppercut · overhand (hammer) · backfist — six one-arm punches, each distinguished by the angle it strikes at.
  • Kick (S): low · middle · high · push (front thrust) · axe (raise the foot high, then chop down) — five one-leg kicks at different heights.

Punches are quicker (~0.1s to land), kicks hit a bit slower but reach farther and hit harder. The off-hand stays in a tucked boxing guard so it's always clear which limb is striking.

Jump & air attacks

Press Z to leap (fast rise, strong gravity for a snappy landing). You keep your horizontal momentum through air attacks — jump forward and punch/kick on the way. Jumping high enough dodges enemy attacks.

Special: the whirlwind (X)

Landing hits charges the SPECIAL gauge (under the HP bar; it flashes gold and chimes when full). Press X to transform into a whirlwind for ~11 seconds: you spin continuously, move ~1.7× faster, are completely invincible, and sweep every enemy you pass through. The gauge bar becomes a live countdown while it's active.

Enemies & rising difficulty

Three enemy types spawn from both edges and close in:

EnemyColorHPSpeedDamageReward
Gruntpink30medium6100
Runnergreen18fast4150
Brutepurple75slow12250

Difficulty climbs every 18 seconds (capped at level 30, ~9 minutes): enemies spawn faster (down to one every 0.45s), more appear at once (up to ~64), they move faster (up to ×2.5), and tougher brutes show up more often. After the cap it plateaus into a frantic-but-fair groove.

Juicy hit feel

Every blow is built for impact: a tiny wind-up, an explosive snap forward (with a lunge that extends reach), hit-stop (a few frozen frames on contact), velocity-based knockback (enemies slide and decay), faint motion-trail afterimages, white particles, and a comic impact starburst. The screen shakes harder as your combo climbs, and defeated enemies spin out and fade.

Sound

All sounds are synthesized on the fly with the Web Audio API — no audio files. A whoosh on every swing (louder for bigger moves), a crisp "thwack" on punches and a heavier thump on kicks, a pop on KO, a hurt grunt, jump/land blips, a whirlwind whoosh for the special, and short jingles on start and game over. M mutes everything; audio unlocks on the first input.

HUD

A rounded HP bar ("YOU") and the SPECIAL gauge sit top-left; Score / KO / Time top-right. Enemies show a small HP bar above their heads, and floating damage/score numbers pop on every hit.

Design

  • Landscape page, fixed 16:9 (width: 100vw; height: 56.25vw), no scrolling — the whole game lives in one frame.
  • Skeleton-based stickmen: every pose is a set of joint angles (head + spine + two-segment arms and legs), so a new move is just one pose function. Proportions are roughly adult (legs ~half the height) with an oversized cute head, dot eyes, and blush.
  • Sunny scene: pastel sky with clouds and a grassy field; the action band sits in the upper-middle so the on-screen controls have a clear strip below.
  • Picture-book skin shared with the other games: thick #3a2412 outlines, pastel fills, Fredoka + Jua fonts, layered drop-shadow buttons.
  • Bottom of the page always shows "Please subscribe and like!".

Tech

  • **Single HTML

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