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Stickman Fun

Stickman Fun

WebGame

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Wordle Toda

Wordle Toda

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Ragdoll Duel

Fish Mania

Fish Mania

Corrida Jurássica

Corrida Jurássica

Portas Stickman e Ilha

Portas Stickman e Ilha

Gancho de Palito

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Salve as abelhas

Salve as abelhas

Roubar Itens io

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Sr. Pernas Longas

Sr. Pernas Longas

Quebra-cabeça de Ladrão Online

Quebra-cabeça de Ladrão Online

Sr. Pulo

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Quebra-cabeça de Escavação de Estrada

Quebra-cabeça de Escavação de Estrada

Salto Ragdoll

Salto Ragdoll

Corrida de Revezamento

Corrida de Revezamento

Hora do Banheiro

Hora do Banheiro

Sr. Mãos Longas

Sr. Mãos Longas

Desenhe para Voar

Desenhe para Voar

Beijo de Paris

Beijo de Paris

Beije o pescoço

Beije o pescoço

Quebra-cabeça de Alquimia

Quebra-cabeça de Alquimia

Super Swing

Super Swing

Crossy Road

Crossy Road

ExpulsarPerdedor

ExpulsarPerdedor

Corredor Sombrio

Corredor Sombrio

Desafio Stickjet

Desafio Stickjet

spider patience

spider patience

Gomu Gomu

Gomu Gomu

Executar agora

Executar agora

Esconda-me

Esconda-me

Simulador de Fábrica de Madeira

Simulador de Fábrica de Madeira

Através da Parede

Através da Parede

Ataque de Tiro

Ataque de Tiro

Evite morrer

Evite morrer

Labirinto Frenético

Labirinto Frenético

Bed Wars

Bed Wars

Chute o Perdedor 2

Chute o Perdedor 2

Count Masters Stickman

Count Masters Stickman

Jogo do Dino

Jogo do Dino

Sem dor, sem ganho - Ragdoll Sandbox

Sem dor, sem ganho - Ragdoll Sandbox

Drive Coin

Drive Coin

Water Sort - Coleções

Water Sort - Coleções

Corrida dos Sapos

Corrida dos Sapos

Parede de Energia

Parede de Energia

Birdy Rush

Birdy Rush

Corrida de Bolso

Corrida de Bolso

Massacre Zumbi

Massacre Zumbi

Doce de Fruta merge

Doce de Fruta merge

Link Assustador

Link Assustador

Mestre das Peças de Primavera

Mestre das Peças de Primavera

Aventura na Fazenda de Objetos Ocultos

Aventura na Fazenda de Objetos Ocultos

Memória Mágica

Memória Mágica

Mahjong de Páscoa Deluxe

Mahjong de Páscoa Deluxe

caça-níqueis delicioso

caça-níqueis delicioso

Aventura Ártica

Aventura Ártica

Monster Go

Monster Go

Gotejo

Gotejo

Desafio de Memória Marítima

Desafio de Memória Marítima

Atirador de Bolhas Planetas

Atirador de Bolhas Planetas

Buscador de Sigilos

Buscador de Sigilos

Mestre da Corrente de Doces

Mestre da Corrente de Doces

Prática de Adição

Prática de Adição

Bolhas Vs Blocos

Bolhas Vs Blocos

Mania de Labirintos

Mania de Labirintos

Memória de Espaço

Memória de Espaço

Mahjong Triplo de Natal

Mahjong Triplo de Natal

Corrida do Papai Noel

Corrida do Papai Noel

Corte-o Puzzles

Corte-o Puzzles

Batalhas Estelares

Batalhas Estelares

Aquário de Joias

Aquário de Joias

Dan Tan

Dan Tan

Combine Vegetais 3

Combine Vegetais 3

Quebra-cabeça Infantil de Acampamento

Quebra-cabeça Infantil de Acampamento

Objetos Ocultos de Páscoa

Objetos Ocultos de Páscoa

1010 Tesouros

1010 Tesouros

Massacre de Terror de Halloween 1

Massacre de Terror de Halloween 1

Vex 7

Vex 7

Diferenças de Parques Públicos

Diferenças de Parques Públicos

Bomba Drive

Bomba Drive

Nove Cartas de Inverno

Nove Cartas de Inverno

Torção de Peru Tetriz

Torção de Peru Tetriz

Salto de Sapo

Salto de Sapo

Gems Blitz

Gems Blitz

Aventuras Insecta

Aventuras Insecta

Fruitlinker

Fruitlinker

Bubble Shooter Deluxe

Bubble Shooter Deluxe

Introdução ao jogo

Sobre Stickman Fun

Stickman Fun is a rope-swing game for mobile and desktop browsers. Hold to catch the nearest hex bolt, let go to fly, and bounce off orange spring drums until you cross the gold chevron gate. The hero is a round-head stickman whose head and body share one color, with a scarf, cape, pack or tie trailing behind. The cord does the work. Momentum is the whole move.

The screen is a casual cartoon under a dusk sky, indigo at the top and peach at the bottom. The wordmark reads STICKMAN over FUN in chunky white letters with a black outline, and the O of STICKMAN is a teal hex bolt. The default stickman is red with a white headband and a white scarf. Anchors are hex bolts. Beams are navy and riveted, with a teal stripe and gold rivets. Launch pads are orange spring drums. The finish is a gold chevron gate. Special bolts change the swing: elastic bolts stretch, crumble bolts crack and break, gear bolts spin you forward, and rail bolts slide along a bar. Twelve round stickman skins, from Ninja and Viking to Astronaut and Pharaoh, change the head, the body color, the trail and the trailing piece.

The core pleasure is the release. A long grab reels the cord in so the swing clears the floor, and a small pump keeps the arc alive. Letting go at the top of the swing carries you to the next bolt. Letting go too early drops you. Beams and walls bounce you. An orange drum launches you up. Fall below the level and that level starts again. There is no attack button and no enemy to punch. The course is the opponent.

It suits one-thumb sessions and people who like timing games. Level 1 is short grabs between plain bolts. Levels 2 to 5 each introduce one special bolt and always feature it: elastic, crumble, gear, then rail. Later levels get longer, the gaps get wider, and nearly every course mixes those bolts in. Rising and hanging walls start at level 16. Spinning saws start at level 20. The same level number always rebuilds the same course, so a failed attempt can be retried exactly.

Replay comes from faster clears and from the skin track. The result screen shows your time and a rank against the par time, plus progress toward the next skin. A first clear of a level fills a chunk of that bar. Skins can also be unlocked in order from the shop. Endless means the next level is always generated. There is no last stage.

Como jogar Stickman Fun online?

Open the menu. Play starts the level you have reached. Skins opens the collection. Sound toggles from the corner button. The rider on the menu pedestal uses the skin you have selected.

In a level, hold anywhere on the screen, or hold Space, to hook the bolt marked by the gold corner brackets. Release to let go and keep your speed. You do not aim the cord. The game picks the nearest useful bolt in front of you. A long hold shortens the cord toward a fixed length so you can swing over the floor. While you hang, a small sideways pump keeps the swing from dying. Touch an orange spring drum and you are launched upward. Touch a beam or a wall and you bounce. Drop below the course and the level restarts at once. Reach the chevron gate and the level is cleared.

Four bolts change that rhythm, each explained once on first sight. An orange elastic bolt stretches up to about one and a half times its length, and releasing while it is stretched adds a slingshot. A cracked grey bolt shakes soon after the first grab and breaks if you are still holding, with no boost. A gear ring spins you forward at a minimum speed, so you do not have to pump. A rail is a dark bar: the bolt slides along it while you hang, and you cannot grab it again after you pass the end. Spinning saws and moving bolts arrive in higher levels and have to be timed, not held through.

You win a level by crossing the finish. The result card shows the time, a line for how that time compares with the par, and how close you are to the next skin. A first clear adds a large step on the skin bar. You can replay the same level, go to the next generated level, or return home. You fail by falling out of the course. There is no health bar. The level restarts. Leaving mid-level does not save a partial swing. Your reached level and unlocked skins do save.

There is one endless mode. Difficulty rises quickly at the start and then levels off: courses get longer, gaps widen, and the special bolts stay in the mix. The level number is the seed, so level 12 is the same course every time you open it. Skins are not a second mode. They change the head, the outfit color, the trail and the trailing piece, and they are chosen before you play.

Helpers are the video buttons on the result card and in the skins shop. On the result screen, a rewarded video can add extra progress toward the next skin, up to a capped bonus. In the shop, a video can unlock the next skin directly. An interstitial can play between a clear and the next level. Dismissing or failing a video grants nothing, and a missing video does not block the next level. There is no hint button, no rope upgrade, and no skip that moves the finish closer.

For a first session, hold until the rider is past the bottom of the swing, then release toward the highlighted bolt. Do not grab the bolt you just left. Use a spring drum when the next bolt is above you. If you fall, retry the same level before you change skins. Read the one-time tip when an orange, cracked, gear, or rail bolt appears.

Faster times come from shorter hangs and from using the elastic stretch on purpose. Release the elastic cord while it is still long. Leave a crumbling bolt before it shakes apart. Let a gear carry you instead of pumping against it. On a rail, drop off before the end so you still have speed for the next bolt. Treat saws as gaps you swing over, not as bolts you hold. Chase a better time on a level you already know, then spend the skin bar on a new outfit when the result screen fills it.