Pick a weapon on the left and right to set up a 1v1 in Classic.
Press Play to start or pause. Spacebar also toggles Play/Pause.
Use - and + to zoom the whole game view.
Toggle Gravity with the Gravity button. Classic defaults to Gravity ON; all other modes default to Gravity OFF (you can change it anytime).
Drag a ball on the arena to reposition it before or during a match; momentum is restored on release.
On start, the game will try to enter fullscreen for the best view (browser-permitting).
Use Custom Ball Maker (top bar) to create your own melee/ranged fighters with textures and behavior rules; save and load them anytime.
Controls
Play/Pause: Click Play or press Spacebar
Reset: Resets the match while keeping selections
Zoom: Use the - and + buttons beside Reset
Hide/Show UI: Hide UI hides sidebars and controls. Show UI restores everything, including the Boss sidebar in Boss mode.
Drag: Click/touch and hold a ball to move it; release to restore its momentum
Gamemodes
Classic: 1v1 duel. Gravity ON by default.
Free for All: Add up to 50 fighters. Pick any mix of weapons. Gravity is OFF by default.
Teams: Blue vs Red squads. Add fighters to each side. Gravity is OFF by default.
Boss Fight: A single giant Red boss with 5000 HP vs the Blue team. Slower, much larger. Available on Large, Huge, or Massive arenas; the boss is the same huge size on all. Gravity is OFF by default.
Custom: Build your arena on a 16×16 grid; blocks act like walls (balls and projectiles bounce off). Use Paint/Erase tools with brush sizes up to 5×5. Gravity is OFF by default; the grid hides when you press Play.
Arena Sizes
Small / Medium / Large / Huge / Massive: Pick from Gamemodes menu.
Shrinking (FFA/Teams only): Starts Massive and shrinks over time (Massive → Huge → Large → Medium → Small). The shrinking begins after you press Play. During each shrink transition, the arena briefly goes black and gameplay is paused, then resumes automatically.
Weapons
Basic: A simple ball with no weapon and no way to fight. Rumors say they're Unarmed's little peaceful sibling.
Sword: Increases damage on hit by 1. As balanced as can be.
Dagger: Spins +10 faster with every hit. Tiny but mighty.
Spear: Grows damage and range with each hit by 0.2. They might look frightening on bigger maps, but they have major weaknesses on smaller arenas!
Bow: Shoots 1 arrow for every hit. Arrows can also be deflected. Bow often turns into a minigun at the end of a game. Watch out!
Staff: Shoots fireballs that explode on any contact; the explosion's radius and damage are based on its Damage/Radius stat. Increases +0.2 Damage/Radius per hit they land. Truly the mightiest of wizards.
Scythe: On hit, deals 1 immediate damage and adds 1 poison to the opponent. Poison ticks for 1 damage at evenly spaced intervals over a 5-second window; each poison adds another tick within that same window (more poisons = shorter time between ticks). They might lose the battle, but death claims all at the end...
Wrench: Deals 1 damage on hit and spawns a small rotating turret. Unlike others, Wrench's stats never change. They may or may not be from the future, no one really knows.
Hammer: Spins slowly and damages weakly at the start, but increases its spin speed and damage by 1 every hit. Rumors say Hammer might be related to Sword, Dagger and Unarmed, all at the same time.
Shield: Attacks by reflecting half of the opponent's damage, and gets +0.2 wider for every hit. To confuse your enemy, you must become your enemy...
Shuriken: Throws bouncing stars that gain 1 extra bounce per hit. A true ninja.
Unarmed: Their body is the weapon. Gains +1 damage/speed for every hit. Starts very slow but charges speed over time and slams into foes. They may look eerily similar to Basic, but do NOT underestimate Unarmed's dropkicking abilities...
Scepter: Heals teammates (starts at +1, increases by +0.5 per hit they land) and doesn't deal any damage. Only available in the Teams and Boss gamemodes.
Katana: On hit, queues several rapid slices that strike the opponent during their stun, then increases slices by +1. The blade of a true samurai...
Pickaxe: Chips away at opponents, shrinking them (and their speed and stats) by its current Chipping percentage on each hit. Starts at 1% chipping and 1 damage, then gains +0.5% Chipping and +0.5 Damage per successful hit. They truly yearn for the mines...
Bomb: Throws sticky bombs that latch onto walls, blocks, turrets, and opponents on contact. The fuse starts immediately on throw; the explosion deals area damage based on its Damage/Radius, which increases by +0.5 per enemy hit. Staff might be jealous of them.
Bat: Increases Damage/Stun time by 0.2 per hit. Believe it or not, they love baseball!
Tips
Parries occur when two weapons meet while facing each other.
Projectiles can be deflected by weapon collisions; deflected arrows and shuriken can damage anyone they hit afterward.
Try different arena sizes and gravity settings for varied gameplay.
In Shrinking arenas, short blackout moments indicate size transitions and the match is briefly paused to keep everything in sync.
Health Editor
Open it any time from the top bar by clicking the Health button.
Edit any player's HP directly; changes apply instantly to the current match.
Set Default health for new spawns; in Boss mode you can also set a Default boss health.
Defaults reset when you refresh or leave the page (they are not saved).