Stickman Hook

Stickman Hook

Skill Action Platformer
4.6 (8421 votes)

🕸️ Angular Momentum and Centripetal Force

Stickman Hook is a distilled simulation of pendulum dynamics. Unlike standard platformers where movement is linear, here locomotion is rotational. The player creates a pivot point (the grapple) and swings around it. The physics engine relies on the conservation of angular momentum: shortening the tether accelerates the rotation, while lengthening it (or swinging wide) preserves kinetic energy for the release.

The gameplay is a rhythm of "Attachment" and "Release." The release point determines the tangent vector of the launch. Releasing at the bottom of the arc converts potential energy into maximum kinetic energy (speed). Releasing on the upswing converts that speed back into height.

🧠 Spatial Trajectory Prediction

Navigating the levels requires geometric intuition:

  • Tangent Visualization: The brain must instantly calculate the tangent line of the circle at the moment of release. A millisecond delay changes the trajectory from "Safe Landing" to "Void."
  • Elastic Collisions: The game features "Bouncers." Understanding that the angle of incidence equals the angle of reflection allows players to chain bounces into swings seamlessly.

🎮 Mechanics: The Tuck

Character state control:

  • The Ball Form: When not grappling, the stickman curls into a ball. This is not just cosmetic; it standardizes the hitbox to a circle, ensuring consistent physics interactions with bounce pads.
  • Momentum Preservation: Unlike reality, air resistance is negligible. You keep your horizontal velocity until an external force (wall or grapple) acts upon you.

🏆 Swinging Strategy

1. The "Double-Swing"

In later levels, one swing isn't enough to clear the gap. You must grapple, release to gain height, and then grapple the same point again to extend your arc. This is crucial for crossing wide chasms.

2. Skip the Hook

Just because a hook point exists doesn't mean you must use it. Speedrunners often skip intermediate hooks, using the momentum from a single large swing to bypass entire sections of the level.

🛡️ Technical Implementation

Visuals:

  • Vector Graphics: The clean 2D vector art ensures that the hitboxes are clearly visible, removing visual clutter that could interfere with trajectory planning.

❓ FAQ

Is it endless?

No, there are hundreds of handcrafted levels, but eventually, you can complete the game.

Do skins change physics?

Generally, skins are cosmetic (Cactus, Burger, Angel), but the hitbox remains a standardized circle.

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