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When you playing this game you feel great Exactly when it clicks Fliptheblaster is built around one satisfying idea: firing a blaster makes it flip, and you use that recoil to move through the air. You’re not aiming to hit enemies—you’re aiming to land. It’s a timing game disguised as a stunt game, and the fun is learning how much “push” each shot gives. What you do in a level You fire to rotate and lift the blaster, trying to land on platforms, avoid falling, and reach a finish target or score goal. Some versions include coins or bonus targets, but the main loop is still: fire, rotate, control the arc, land, repeat. The smallest mistake in timing can turn a clean arc into a fall. Recoil control: why fewer shots can be better New players spam shots and lose control. Better runs use fewer, more intentional shots. If you fire at the right angle, one shot can carry you farther than three panicked shots because it keeps your rotation stable. The goal is to fire to correct your angle, not to keep fireing because you’re nervous. Landing is the whole seliminate A run is won by clean landings. Aim to land flat rather than on a corner. If you land crooked, your next shot becomes harder because you start from a bad angle. When the platform is small, slow down your rotation with a well-timed shot before you touch down. Reading the arc. Watch the peak of your arc. If the peak is too low, you need a stronger upward correction earlier. If the arc is too steep, you’ll flip too fast and miss the landing. The best players adjust early, not at the last moment. Early adjustments are smoother and require fewer shots. Shot timing practice that improves fast (unique) Try a simple training rule for three runs: - Run 1: limit yourself to two shots per jump segment - Run 2: aim to fire only at the start of rotation changes, not continuously - Run 3: fire once early for lift, once late to flatten for landing These constraints teach control and reduce spam, which is usually the biggest score improvement. Controls Controls can vary by host/version. Use the in-game help/settings if yours differs. Many versions use click/tap to fire, with the blaster flipping based on recoil physics. Some builds allow holding for repeated firing or include different blasters with different recoil behavior. Mobile versions are typically tap-based. Mistakes that cause most falls Rapid-fire spamming is the main one. Another is firing too late, trying to rescue a bad landing at the last second. Also, players often ignore platform size—small platforms require earlier stabilization, not “hope.” A satisfying finish The best moment is when you land cleanly after a long flip sequence and it feels intentional. Fliptheblaster is highly replayable because it’s seliminate-forward: you can feel your timing improve, and each clean landing looks like a trick you meant to do.
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