Orbit Kick Game
Click to load the Orbit Kick Game game
Tap Play Now to load Orbit Kick, then use fullscreen for cleaner HUD. Cover hides after you start.
I treat Orbit Kick like a tight arena brawler in space. I punch, kick, and drift around small platforms, timing jumps to avoid pits while I keep eyes on incoming foes. Orbit Kick loves momentum; I keep moving so combos land faster, and I chain aerial kicks into ground slams for crowd control. The physics lean light, so I can cancel out of swings and reposition before the next hit comes in. When a meteor drops power-ups, I grab it fast, because boosts stack and make the next wave easier.
Orbit Kick shares DNA with Bonetale in how it rewards quick dodges and short bursts of damage. Still, Orbit Kick is more aggressive: waves spawn closer, so I must read telegraphs, block the heavy swings, and counter with charged kicks. I keep sentences short and direct: kick, jump, grab, repeat. If you like ragdoll hits from Ragdoll Hit, this loop will feel natural.
Keep fingers on punch, kick, and jump; swap to special when a buff drops.
Space out kicks so stamina stays high; burning meter slows Orbit Kick speed.
Stand near edges only when baiting bosses; one knockback can end a run.
When a buff orb drops, clear small mobs first, then collect to stay safe.
I start each run with simple keys: arrows to move, Space to jump, J to punch, K to kick, and L for grab or special. Orbit Kick reacts fast, so tapping feels better than holding. Once I clear the first wave, I spend points on kick power and movement speed. Orbit Kick punishes slow feet; more speed means fewer hits taken. I upgrade health after wave three, when boss patterns add projectiles. Bonetale fans will see the benefit of light feet here too.
When a boss winds up, I block, then roll behind for a back kick. If you link to Squad Busters, think of it like circling mobs before a strike. Orbit Kick wants me to stay mobile and flick out short combos instead of long strings that leave me stuck. If I get a weapon drop, I save it for boss phases. A single charged strike can delete minions fast, letting me reset the arena.
The arenas in Orbit Kick run small, so I get action fast. I notice sliding friction is low, letting me drift after a kick and link into a grab. That drift sets Orbit Kick apart from Bonetale: momentum helps me reposition instead of punishing me. Each wave brings mixed foes—chargers, ranged bots, shield heavies—and I swap tactics on the fly.
Orbit Kick also rewards exploration. Break crates near the edges to find hidden oranges and speed chips. The color palette is bright, so I read enemy tells easily even when particles fly. A lightweight build means Orbit Kick loads fast, mirroring how City Brawl’s home iframe behaves.
Yes. Orbit Kick runs in-browser with small assets. Load from this page, tap Play Now, and go fullscreen if the HUD feels cramped. If a filter blocks the iframe, refresh; the cover reload is light.
I watch the glow on its staff, block the first slam, then roll behind and kick. When minions spawn, I drop a grab to throw one into the rest, clearing space. Keep speed buffs active so the boss can’t corner you.
Speed first, then kick power. Those two keep you safe and lethal. Health comes third for mistake padding. Weapon technique is great once you trust your dodges.
Yes. Hit the ⛶ Full Screen button under the embed. After exiting, the button shows again so you can re-enter.
Most browsers map controllers to arrows and buttons. Test in the first wave; if a button fails, remap in your OS or use keyboard for tighter timing.