Ragdoll Hit Game
Click to load the Ragdoll Hit Game game
Tap “Play Now” to load Ragdoll Hit, then go fullscreen for clearer edges and better knockback reads.
I play Ragdoll Hit for the floppy physics—every punch sends bodies wobbling. Modes include solo ladders and 2-player couch duels. Ragdoll Hit is simple: shove, kick, or toss weapons, and knock foes off platforms. Staying mid-arena avoids traps; edges are both a risk and a win condition. Compared to Bonetale, Ragdoll Hit focuses on momentum—one well-timed shove wins fights. If you liked Gladihoppers’ knockbacks, Ragdoll Hit is even looser.
Single-player progression plus 2-player local battles.
Weapons: bat, staff, katana, more.
Knockback wins: push foes off edges or into obstacles.
Light build: fast loads and quick restarts.
I move with A/D or arrows, jump with W/up, kick with S/down, and grab with Space. Ragdoll Hit rewards short bursts: tap to jab, then step back before you overextend. I avoid standing on edges unless I am baiting. When a weapon drops, I grab it if the lane is clear; a bat or katana can end fights fast.
Health bars matter, but ring-outs are faster. I aim to angle hits toward pits or hazards. In 2-player, we call sides to avoid friendly bumps. If I get cornered, I jump, kick midair, and reset center.
Ragdoll Hit runs light, so retries are instant. The physics sell every hit: arms flail, bodies spin, and platform edges decide matches. Weapon variety changes spacing—staff for reach, bat for knockback, katana for speed. Two-player mode is chaotic fun on one keyboard.
Yes. Ragdoll Hit runs in-browser. If a filter nags, refresh and press Play Now; fullscreen helps focus.
Aim hits to edges. One shove off a ledge beats draining health. Grab weapons when safe and swing once before resetting.
Yes. Use the ⛶ Full Screen button under the embed. After exiting, the button returns so you can re-enter.
Call sides, avoid bumping allies, and double-team near edges. One kicks low, one shoves high to angle knockbacks.
Bat for knockback, katana for speed, staff for reach. Pick based on spacing; any weapon is better than bare hands when safe to grab.