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Predstavenie hry
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.
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.