Soccer Smash
By Just Sparrow
Soccer Smash
A single-file aim-and-kick survival game in the same picture-book aesthetic as Stick Smash, Watermelon Game, Pencil Hit, and Whack-a-Mole (warm dark-brown outlines, pastel fills, big cute heads, Fredoka + Jua typography). Inspired by the classic Korean "유상철 축구게임" side-view soccer games: it's a side view on a single ground line — you're one big-headed stickman planted on the left, and waves of little stickmen march in from the right. Drag to set the angle + power, release to BOOT a soccer ball that arcs to the right under real gravity, bounces, rolls, and smashes through the swarm. Balls fly on their own, so you fire the next one immediately — an endless run that keeps getting harder. Built to feel good with hit-stop, screen shake, and comic impact stars.
How to Play
- Tap the screen (or press Enter) on the title to start.
- Aim: press and pull BACK like a slingshot with the mouse or finger. Power comes from the pull length (press point → cursor), not from how far the target is — a short pull is a weak tap, a long pull is a full-power boot. The ball launches opposite the pull (pull down-left to boot up-right), always rightward and clamped from a steep lob to a flat drive. A big POWER % meter over your head, a dashed pull line, and a power-tinted parabola all show the shot before you release.
- Release to kick. The ball flies right in a gravity arc, bounces on the pitch, and rolls. The first enemy it touches takes the hit and the ball is spent — damage scales purely with the ball's speed, so a fast, full-power boot hits far harder than a slow tap. A high lob drops onto far enemies; a flat hard drive smashes the front line along the ground.
- Headshots: hitting an enemy high (on the head) deals double damage and pops a red "HEAD!" marker; body hits do normal damage with no popup. (Floating damage and score numbers are otherwise hidden — only the headshot marker shows.)
- Fire freely — each ball flies on its own, so you don't wait for one to land. Keep booting balls to clear the swarm.
- SUPER: landing hits and KOs charge the SUPER gauge. When it's full, your next kick becomes a single golden, unstoppable ball that pierces straight through the whole swarm instead of vanishing on the first hit.
- Mute = M (or the ♪ button).
- Enemies that reach you chip your HP. Lose all HP and it's Game Over — tap TAP TO RETRY.
The whole canvas is the aim surface, so the same drag works identically on desktop (mouse) and phones (touch). Only a small mute button shows during play.
Features
Aim & power kicking
You're planted on the left; your only weapon is the ball. Press and pull back like a slingshot — as you pull, the ball appears on the ground at your foot and the stickman winds the kicking leg back in proportion to the power. Power is set by the pull length (press point → cursor), so it's controlled independently of where the enemies are: a short pull is a weak tap, a long pull is a full-power boot. On release the leg sweeps forward through the ball in a soccer-style boot and the ball is gone until your next pull. The ball launches opposite the pull (pull down-left to boot up-right). While pulling you see a dashed pull line (pointing back the way you drag), a POWER % meter above your head, an arrowhead at your foot pointing the launch way (its length grows with power), and a dotted parabola (computed under the same gravity the ball uses) that previews exactly where the shot lands — all tinted green → orange → red as power climbs. The launch is always rightward, clamped between a steep lob and a flat ground drive.
Balls that fly on their own
Every fired ball is independent — it follows a real gravity arc, bounces off the pitch and rolls along the ground, and is spent on the first enemy it hits (knocking them flying to the right). Damage is based on the ball's current speed, so close fast hits land hardest while a ball that has slowed down does little. When a ball leaves the pitch or rolls to a stop, it fades. Because balls are independent, you can have several in flight at once — fire the next one immediately.
SUPER: the piercing rocket
Normal-ball KOs (+7) and hits (+2) charge the SUPER gauge (hits from the SUPER ball itself never charge it) (under the HP bar; it flashes gold and chimes when full, and a glow appears under your feet). Your next kick then fires a single oversized, golden, unstoppable ball that pierces straight through every enemy in its path (a normal ball is spent on its first hit), deals huge damage, and barely slows down. Firing it consumes the gauge.
Enemies & rising difficulty
Three enemy types march in from the right edge along the ground line and close in on you (they only move left-right — no depth). They're all the same red (contrasting with
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