๐ข๐๐๐ฌ: ๐๐ฅ๐๐๐ ๐ฌ๐ข๐จ๐ฅ ๐๐ข๐ก๐๐ฆ โ ๐ง๐๐ ๐๐๐๐ ๐๐ฆ ๐ง๐๐ ๐ฃ๐๐๐ก ๐งโโ๏ธ๐ชจ
Obby: Break your Bones on Kiz10 is the kind of physics chaos game that doesnโt even pretend to be polite. The objective is hilariously straightforward: you take a limp ragdoll dummy, toss it off a cliff, and try to engineer the most spectacular, point-farming, obstacle-kissing landing possible. Thereโs no winning by being careful. Thereโs no โclean run.โ Your best run is the one that looks like a cartoon disaster and somehow ends with a bigger score than your last attempt. ๐
What makes it work is that itโs not random violence. Itโs controlled, creative physics. Youโre basically a stunt coordinator with questionable ethics, planning the perfect trajectory so your ragdoll hits sharp ledges, clips corners, bounces off jutting rocks, and keeps tumbling long enough to turn one fall into a chain reaction. The game gives you a cliff and a body that flops like jelly, and your job is to make gravity earn its paycheck.
๐ง๐๐ ๐ฆ๐๐ข๐ฅ๐๐ก๐ ๐๐ข๐ข๐ฃ: ๐๐ ๐ฃ๐๐๐ง, ๐๐ข๐ฅ๐๐, ๐๐ก๐ ๐๐๐๐๐ก๐ฆ ๐ฅ๐
The scoring system is all about damage and momentum. Body parts take damage when they hit obstacles, and the game highlights critically damaged limbs so you can immediately see what โcountedโ and what didnโt. That feedback matters more than youโd think. It turns every fall into a lesson. You start recognizing which impacts are just noise and which impacts are big point events. A clean slam into a hard edge? Good. A sad little slide down a smooth slope? Usually less exciting.
Points come from the force of hits and the number of fractures you stack in one run, so your goal isnโt simply โhit something.โ Your goal is โhit many things, in the worst possible sequence, without stopping too soon.โ The best runs feel like youโve discovered a cursed pinball path: launch, smack, rebound, clip a ledge, ricochet again, then finish with one final โoh noโ impact that seals the score.
The beauty is the immediate retry motivation. You see the result, you see where the momentum died, and you instantly want another attempt to fix the route. Not fix it into something safer. Fix it into something more ridiculous.
๐๐๐จ๐ก๐๐ ๐ฃ๐ข๐๐ก๐ง๐ฆ ๐๐ก๐ ๐๐ก๐๐๐๐ฆ: ๐ฆ๐ ๐๐๐ ๐๐๐ข๐๐๐๐ฆ, ๐๐๐ ๐๐ฅ๐จ๐ก๐๐ ๐งญ๐งจ
A lot of players assume these games are pure luck. Theyโre not. Launch angle is everything. Where you push from, how you aim the dummyโs initial direction, and how you spin the body before impact can completely change the outcome. Sometimes a slightly different launch turns a boring straight drop into a multi-stage disaster where the ragdoll bounces through obstacles like it was designed for that exact path.
Youโll start experimenting naturally. One run you aim for a sharp ledge. Next run you aim for a narrow gap between rocks. Next run you try to clip a corner so the ragdoll rotates and hits multiple surfaces instead of sliding. The game rewards that kind of playful experimentation because the physics are the content. Youโre not searching for one correct solution. Youโre searching for the funniest and most profitable crash sequence.
And yes, spinning is a whole strategy. A clean, stiff fall can end too quickly. A chaotic spin turns one collision into ten, because different limbs catch different surfaces, turning the dummy into a rotating point generator. Itโs absurd, but itโs also the skill ceiling: learning how to create rotation without killing the run instantly.
๐๐๐๐ ๐๐๐ฅ๐ฆ๐ง ๐๐ก๐ ๐ข๐ง๐๐๐ฅ ๐๐๐ ๐๐๐๐๐ฆ (๐ง๐๐๐ง ๐ฆ๐๐ข๐ฅ๐ ๐ช๐๐๐) ๐คโญ
The game encourages the kind of decisions youโd never make in a normal platformer. Landing โsafelyโ is useless. Landing in the most dramatic way is the whole point. Certain impacts score better because they generate bigger force spikes, and the gameโs tip style reflects that: sharp ledges are valuable, weird angles are valuable, and high-energy collisions are the currency.
But the trick is timing your chaos. If you go for the most extreme landing immediately, you might stop dead and lose the chance to chain impacts. The strongest scores usually come from a sequence: first hit to redirect you, second hit to accelerate the tumble, third hit to break momentum into limb impacts, then a final slam that ends the run with a huge point burst. Youโre basically composing a crash โsong,โ and the chorus is gravity.
If you ever wonder why youโre addicted, itโs that moment when you watch a perfect chain unfold and your brain goes, โThat was beautiful.โ Then you immediately feel slightly concerned about yourself. Then you hit restart. ๐ญ
๐ง๐๐ ๐ข๐๐๐ฌ ๐๐๐๐: ๐ง๐ข๐ฌ๐ฆ, ๐ฅ๐๐ ๐ฃ๐ฆ, ๐๐ก๐ ๐ฅ๐๐ฃ๐๐๐ฌ ๐๐ก๐ ๐งธ๐๏ธ
Even though the premise is โthrow the dummy,โ it still has that obby flavor: youโre interacting with a level layout that acts like an obstacle course designed for failure. The environment isnโt just there to look pretty. Itโs a tool. A sharp edge is a scoring tool. A ramp is a redirection tool. A drop is a momentum tool. Your job is to use the environment like equipment.
That also means your playstyle can evolve. Early on, youโre just trying to get a decent score. Later, youโll start โrouting,โ choosing a specific line and trying to recreate it more cleanly. Not cleanly as in safe, but cleanly as in consistent. The best players donโt just get a high score once. They find a repeatable path to high scores, then tweak it for even more damage.
This is the kind of game that works perfectly in short sessions because each run is fast and the feedback is instant. But it also supports long sessions because optimization is endless. Thereโs always a slightly better launch, a slightly sharper angle, a slightly more violent bounce chain you havenโt discovered yet.
๐๐ข๐ก๐ง๐ฅ๐ข๐๐ฆ ๐๐ก๐ ๐ฆ๐ ๐ข๐ข๐ง๐ ๐ฃ๐๐๐ฌ ๐ฑ๏ธ๐ฎ
The controls keep it simple so the physics can be the star. Youโre not memorizing combos. Youโre focusing on setup and timing. On PC, Tab toggles the cursor visibility, which makes it easier to switch between controlling the fall and interacting with the interface without fuss. That small detail matters in a fast-retry game, because anything that reduces friction makes โone more attemptโ even more tempting.
Obby: Break your Bones on Kiz10 is pure ragdoll destruction satisfaction: a physics sandbox where the goal is to engineer the most dramatic fall possible, stack damage through chained impacts, and chase that perfect run that looks terrible and scores beautifully. ๐ชจ๐ฅ๐งโโ๏ธ