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Doodieman Bazooka

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A gross-out physics shooter game on Kiz10 where Doodieman aims a ridiculous bazooka, saves ammo, and blasts enemies off platforms in messy, slapstick chaos. đŸ’©đŸš€đŸ˜”

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Play : Doodieman Bazooka đŸ•č Game on Kiz10

đŸ’©đŸš€ The Hero Nobody Asked For Just Picked Up a Bazooka
Doodieman Bazooka starts with a premise that feels like a dare. You’re not stepping into a clean, heroic action fantasy. You’re stepping into a weird, loud, slightly disgusting cartoon world where the “weapon” is as ridiculous as the character holding it. And yet
 it works. Because the game doesn’t try to pretend it’s serious. It embraces the absurdity and turns it into a surprisingly satisfying aim-and-shoot challenge. You load it up on Kiz10, you see Doodieman and his cursed bazooka, and the mission is instantly clear: enemies are scattered across platforms, you’ve got limited shots, and you need to clear each level without wasting your precious ammo on bad ideas.
The vibe is half shooting game, half physics puzzle. It’s the kind of game where one smart rocket makes you feel like a genius and one dumb rocket makes you stare at the screen like you personally offended gravity. There’s no long buildup, no dramatic tutorial speech. It’s more like: here’s the arena, here are the targets, here’s your ammo
 don’t embarrass yourself. 😭
🎯🧠 Aim, Fire, Regret, Repeat
The core loop is deliciously simple. You aim. You shoot. You watch what happens. But what happens is rarely “straight line, perfect hit, moving on.” Shots bounce, enemies topple, objects react, and sometimes a single impact triggers a chain reaction that clears the whole scene like a tiny action movie explosion. That’s the best feeling. The “I totally planned that” feeling, even if you didn’t.
And because ammunition matters, every shot has weight. You can’t just spam until something works. You have to think. Not “solve a complicated equation” think, more like “okay, if I hit that platform edge, will the blast knock them into the hazard?” or “if I shoot the upper target first, will it fall and block my next angle?” The game nudges you into that playful strategy mindset where you’re experimenting, learning the physics, and slowly turning chaos into control. đŸ’„đŸ§©
đŸ€ąđŸ˜‚ Comedy Violence With Actual Challenge
Let’s be honest, the humor is the headline. Doodieman is gross. The concept is gross. The whole energy is bathroom-joke chaos with a rocket launcher. But the gameplay underneath isn’t lazy. It’s built around satisfying problem solving. Each level is basically a small shooting puzzle: enemies positioned in ways that tempt you to take the obvious shot, then punish you for taking it.
You’ll notice how the game loves awkward placements. A target tucked behind something, another target perched above, a third one that looks easy until you realize you can’t get a clean angle without wasting a shot. That’s the moment you stop thinking like a shooter and start thinking like a trick-shot player. You begin using the environment. You begin aiming for surfaces, not faces. You begin treating explosions like tools instead of tantrums. And that’s when the game becomes weirdly addictive. 😈
🧹đŸȘ” Physics Is the Real Boss
In Doodieman Bazooka, the enemy isn’t always the enemies. It’s the space between you and them. Platforms, walls, objects, edges, little bits of geometry that turn a perfect shot into a sad miss. You’ll have moments where you swear your aim was correct, but the projectile clips something tiny, changes trajectory, and suddenly your rocket is doing interpretive dance instead of violence.
So you adapt. You learn to aim a little higher. You learn to wait and watch the arc. You start paying attention to how the blast radius behaves. Sometimes you don’t even need a direct hit. Sometimes the best shot is “hit near them and let the explosion do the dirty work.” When it clicks, the levels start feeling like mini set pieces: one loud, fast solution after another, with just enough unpredictability to keep you alert. âš ïžđŸ’„
đŸ§Ÿâ€â™‚ïžđŸŽȘ Targets Everywhere, Dignity Nowhere
The game throws all kinds of goofy enemies into your path. The exact theme can feel like a messy mashup of bad guys, weird villains, and “why is that thing here?” energy, but that’s part of the charm. It doesn’t need deep lore. It needs targets that react satisfyingly when you land a hit. And it delivers that slapstick payoff: enemies tumbling, flying, popping, collapsing in ways that make you laugh even when you’re annoyed you used your last rocket.
There’s also a particular kind of satisfaction in clearing a tricky level with one shot left. It feels like escaping a disaster with your shoes on fire. You don’t feel calm, you feel victorious and slightly traumatized. đŸ˜…đŸ”„
đŸ§©đŸ’Ł The Shot Economy: Stop Being Greedy
Here’s the lesson the game teaches you over and over: don’t shoot just because you can. Every wasted rocket is future pain. Early levels might let you get away with sloppy firing, but later levels quietly demand patience. You start to plan your angles before you shoot. You start to line up multi-kills, thinking “if I can knock that one into the other one, I save a shot.”
And then comes the classic Doodieman Bazooka experience: you line up an “obvious” multi-kill, you fire, and it almost works. Almost. One enemy survives by a pixel. Now you’re down to your last rocket, sweating, trying to create a miracle out of a bad angle. That pressure is what makes the game fun. It turns silly humor into real tension. It makes you care. 😭🎯
đŸŒ€đŸ˜” The Inner Monologue Gets Loud
You’ll talk to yourself while playing this. Not in a polite way. More like, “Okay, easy shot
 don’t mess it up
 wait, why is it bouncing like that
 NO, don’t fall THERE
 okay, okay, salvage
 oh my gosh I’m out of ammo.”
The best runs are the ones where you pause for a second before firing. You watch the scene. You identify the weak point. You take the shot and it works like a tiny masterpiece. The worst runs are the ones where you fire too quickly and spend the rest of the level trying to undo that mistake. The game makes those differences feel dramatic, which is why it’s so replayable on Kiz10. One small decision can turn a level into a clean win or a chaotic scramble. đŸ’©đŸš€
🏁✹ Why It’s Perfect for Quick Sessions on Kiz10
Doodieman Bazooka is short-burst fun. Levels are compacts. Restarts are fast. The feedback loop is immediate: shoot, see, laugh, learn, retry. That makes it ideal when you want something that feels active but doesn’t demand a long commitment. You can play five levels, stop, come back later, and still remember exactly why you were mad at that one platform.
It’s also the kind of game where you start chasing “clean clears.” Not just beating the level, but beating it efficiently, using fewer shots, landing smarter angles, making the physics work for you instead of against you. Once that mindset kicks in, you’re not just playing a toilet-humor shooter anymore. You’re playing a legit physics puzzle shooter disguised as a gross joke. And honestly? That’s a pretty great disguise. đŸ˜„đŸ’„

Gameplay : Doodieman Bazooka

FAQ : Doodieman Bazooka

What is Doodieman Bazooka on Kiz10?
Doodieman Bazooka is a funny physics shooting puzzle game where you aim a bazooka, manage limited ammo, and blast enemies off platforms in short arcade levels on Kiz10.com.

How do you beat levels with fewer shots?
Aim for chain reactions instead of direct hits. Use walls, edges, and blast radius to knock multiple targets at once, and avoid panic shots that waste ammunition.

Is this game more shooter or puzzle?
It’s both. You shoot, but the real challenge is solving each room with smart angles, physics knockback, and efficient rockets like a classic physics-based puzzle shooter.

Why do my rockets miss even when I aim correctly?
Small obstacles, platform edges, and bounce angles can change the projectile path. Try aiming slightly higher, using nearby surfaces, and letting the explosion push targets instead of chasing perfect direct hits.

What’s the best tip for tricky platform targets?
Clear the “support” problem first: shoot near the base, corners, or objects that can drop or slide. If you remove the platform advantage, enemies become easy to finish with one clean follow-up shot.

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