Controls
- Press: both of your players jump and swing a leg towards the opponent’s goal.
- Hold: the leg stays up and the player leans back: good for high balls, but he may fall.
- Release: the leg relaxes and comes back.
- Phone: tap the screen (two players: left and right half). Computer: W for Blue and ↑ for Orange; against the computer Space works too. Esc pauses.
Match rules
- Each team has two players: the back one is the keeper (stays near goal and only hops), the front one is the striker (jumps towards the ball).
- After the countdown the ball drops in the centre. It is a goal when the whole ball crosses the goal line under the crossbar.
- Matches go to 5 goals (or 3). A round that runs past 80 seconds ends without a goal and a new one starts. If the ball sits still for 5 seconds, it drops in the centre again.
- After landing a player needs a moment to recover, so pressing non-stop does not make him jump more often.
Conditions that change every round
The first round is always standard. After that one or two things change each round and are shown during the countdown. Changes always apply to both sides equally: no power-ups or bonuses.
| What | Options |
|---|---|
| Ball | standard · light beach ball (big, floats) · heavy (barely bounces) · small (hard to hit) |
| Players | standard · tall · long legs (longer reach) · compact (jump higher) |
| Pitch | grass · ice (players slide, the ball rolls far) · sand (the ball stops quickly) · low gravity (everything falls slowly) |
| Goals | standard · big · small |
FAQ
Why are the players so floppy?
They use ragdoll physics: joints are driven by motors and each player tries to stay upright, so every kick comes out a little differently.
Is it better to press as fast as I can?
No. Players need a moment after landing, and extra presses also make your keeper jump. Timing wins.



