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Throwing monsters

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A physics throwing game on Kiz10 where you fling goofy monsters through tight gaps and nasty traps, chasing perfect arcs before everything splats. ๐Ÿ‘พ๐ŸŒ€๐Ÿ•ณ๏ธ

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Rating:
full star 4 (47 votes)
Released:
01 Jan 2000
Last Updated:
09 Feb 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
๐—ง๐—›๐—ฅ๐—ข๐—ช๐—œ๐—ก๐—š ๐— ๐—ข๐—ก๐—ฆ๐—ง๐—˜๐—ฅ๐—ฆ is the kind of game that looks cute for exactly three secondsโ€ฆ and then it turns into a full-time job for your aim, your patience, and that tiny voice in your head that keeps whispering โ€œone more try, it was almost perfect.โ€ On Kiz10, it hits you with a simple promise: pick up a ridiculous little creature, launch it, and get it where it needs to go. Easy. Except the level design has opinions. The physics have attitude. And your monster, while adorable, has absolutely no interest in landing politely. ๐Ÿ‘พ๐Ÿ˜…
๐—Ÿ๐—”๐—จ๐—ก๐—–๐—› ๐— ๐—”๐—š๐—œ๐—– ๐—”๐—ก๐—— ๐—œ๐—ก๐—ฆ๐—ง๐—”๐—ก๐—ง ๐—ฅ๐—˜๐—š๐—ฅ๐—˜๐—ง ๐Ÿš€๐ŸŽฏ๐Ÿ˜ฌ
The core loop is pure satisfaction. You aim, you throw, you watch the arcโ€ฆ and for a split second you feel like a genius. Then the monster clips the corner of something it definitely shouldnโ€™t touch, spins like a confused coin, and falls into the exact wrong place with the confidence of a professional mistake. Thatโ€™s the charm. Throwing Monsters doesnโ€™t need complicated controls to feel intense. It just needs the kind of physics where tiny changes create huge outcomes. A slightly higher angle and you clear the obstacle. A slightly lower angle and your monster becomes a tragic little meteor. ๐Ÿ’ฅ๐Ÿ‘พ
What makes it addictive is how clear the feedback is. You donโ€™t sit there wondering why you failed. You know. You see it. You feel it. You can replay the moment in your mind like a slow-motion highlight of your own bad decision. And because the next attempt takes seconds, your brain doesnโ€™t even fully process disappointment before itโ€™s already lining up the next shot. Thatโ€™s classic Kiz10 energy: fast, repeatable, instantly readable, and dangerously replayable. ๐Ÿ”๐Ÿ˜ค
๐—ง๐—›๐—˜ ๐—Ÿ๐—˜๐—ฉ๐—˜๐—Ÿ๐—ฆ ๐—”๐—ฅ๐—˜ ๐—Ÿ๐—œ๐—ง๐—ง๐—Ÿ๐—˜ ๐—ฃ๐—›๐—ฌ๐—ฆ๐—œ๐—–๐—ฆ ๐—ฃ๐—จ๐—ญ๐—ญ๐—Ÿ๐—˜๐—ฆ ๐Ÿงฉ๐Ÿงฒ๐ŸŒ€
Under the chaos, this is basically a puzzle game wearing a monster costume. Each stage asks a question: what trajectory solves this mess? Sometimes the answer is a clean, direct throw. Sometimes itโ€™s a bounce. Sometimes you need to thread a narrow window like youโ€™re trying to toss a marshmallow through a keyhole. The fun is that youโ€™re not just aiming at a target, youโ€™re aiming at a sequence of events. Hit this surface, ricochet there, avoid that trap, land where it counts. It becomes this strange little science experiment where the โ€œlab equipmentโ€ is your monster and your willingness to keep trying. ๐Ÿงช๐Ÿ‘พ
Youโ€™ll also notice how quickly you start thinking in weird, specific ways. โ€œIf I hit the left edge, it rotates clockwise.โ€ โ€œIf I throw softer, it sticks the landing instead of bouncing.โ€ โ€œIf I go too strong, it clears the gap but smashes into the ceiling like itโ€™s offended by gravity.โ€ You stop playing like a casual clicker and start playing like someone whoโ€™s quietly negotiating with the laws of motion. And yes, you will blame the laws of motion when it goes wrong. Totally fair. ๐Ÿ˜…๐Ÿ“‰
๐— ๐—ข๐—ก๐—ฆ๐—ง๐—˜๐—ฅ๐—ฆ ๐—ช๐—œ๐—ง๐—› ๐—ฃ๐—˜๐—ฅ๐—ฆ๐—ข๐—ก๐—”๐—Ÿ๐—œ๐—ง๐—ฌโ€ฆ ๐—”๐—ก๐—— ๐—ง๐—›๐—”๐—ง ๐—ฃ๐—˜๐—ฅ๐—ฆ๐—ข๐—ก๐—”๐—Ÿ๐—œ๐—ง๐—ฌ ๐—œ๐—ฆ โ€œ๐—ฆ๐—ฃ๐—Ÿ๐—”๐—งโ€ ๐Ÿ‘พ๐Ÿ’ซ๐Ÿ˜‚
Part of the joy is the character of it all. Throwing Monsters isnโ€™t trying to be serious. The creatures feel silly, expressive, and slightly doomed, like they signed up for this job without reading the contract. Watching them tumble, bounce, and recover (or not recover) gives the game a playful tone even when youโ€™re failing repeatedly. Itโ€™s frustrating, but itโ€™s the kind of frustration where you also laugh because the monsterโ€™s landing was so dramatically wrong it feels like slapstick comedy. ๐Ÿคก๐Ÿ’ฅ
And that tone matters. In a physics-based throwing game, you can either make failure feel punishingโ€ฆ or you can make it feel funny. This game leans into the funny. You fail, you learn, you try again, and the monster keeps looking like itโ€™s having the weirdest day of its life. That lightness is what keeps you going. Nobody wants a lecture from a cute monster. They want chaos with a smile. ๐Ÿ˜ˆ๐Ÿ™‚
๐—ง๐—›๐—˜ ๐—ง๐—˜๐—ก๐—ฆ๐—œ๐—ข๐—ก ๐—œ๐—ฆ ๐—œ๐—ก ๐—ง๐—›๐—˜ ๐—Ÿ๐—œ๐—ง๐—ง๐—Ÿ๐—˜ ๐—ง๐—›๐—œ๐—ก๐—š๐—ฆ โฑ๏ธ๐Ÿ•ณ๏ธ๐Ÿ‘€
The best moments in Throwing Monsters are tiny. Not the huge launches, not the wild lucky bounces, but the controlled, deliberate shots where you barely adjust the angle and suddenly everything works. Thatโ€™s when you feel real skill creeping in. You start to slow down. You stop panic-throwing. You take a breath, line it up, and release with intention. Then the monster flies exactly where you planned and you get that quiet satisfaction like โ€œokayโ€ฆ yesโ€ฆ thatโ€™s the good stuff.โ€ ๐Ÿ˜Œโœจ
The game trains you to respect patience. If you rush, you overshoot. If you overcorrect, you bounce into trouble. If you keep changing your plan mid-shot (mentally screaming at the monster to behave), nothing improves. But if you treat each attempt like a data point, the game becomes easier without actually becoming easier. You become the upgrade. ๐Ÿง ๐Ÿ”ง
๐—–๐—›๐—”๐—ข๐—ฆ ๐—ฆ๐—˜๐—–๐—ง๐—œ๐—ข๐—ก: ๐—ช๐—›๐—˜๐—ก ๐—ฌ๐—ข๐—จ ๐—ฆ๐—ง๐—”๐—ฅ๐—ง ๐—ง๐—”๐—Ÿ๐—ž๐—œ๐—ก๐—š ๐—ง๐—ข ๐—ง๐—›๐—˜ ๐—ฆ๐—–๐—ฅ๐—˜๐—˜๐—ก ๐Ÿค๐Ÿ‘พ๐Ÿ˜ตโ€๐Ÿ’ซ
Thereโ€™s a specific phase every player hits. You miss a few times, and then you start narrating. โ€œNo, not like that.โ€ โ€œThat was perfect, why did you bounce?โ€ โ€œPlease just land.โ€ โ€œOkay, Iโ€™m going to be gentle.โ€ Then you throw gently and somehow itโ€™s worse, and now youโ€™re bargaining with an imaginary physics manager. This is normal. This is part of the experience. Throwing Monsters is the kind of game that makes you dramatic because itโ€™s always just one tiny adjustment away from success, which is the most dangerous distance in gaming. ๐Ÿ˜ญ๐ŸŽฏ
But that drama is also how it becomes memorable. Youโ€™ll remember the level that made you lose your mind. Youโ€™ll remember the shot that finally worked. Youโ€™ll remember the moment you did a ridiculous curved throw, expected failure, and watched it land perfectly like it was scripted. Thatโ€™s the hook: unpredictable outcomes, but predictable improvement, and your hands gradually learning the language of the game. ๐Ÿ‘พ๐Ÿ“š
๐—ง๐—œ๐—ฃ๐—ฆ ๐—ง๐—›๐—”๐—ง ๐—™๐—˜๐—˜๐—Ÿ ๐—Ÿ๐—œ๐—ž๐—˜ ๐—–๐—›๐—˜๐—”๐—ง๐—œ๐—ก๐—š (๐—•๐—จ๐—ง ๐—”๐—ฅ๐—˜๐—กโ€™๐—ง) ๐Ÿง ๐Ÿช„โœ…
If you want to get better fast, stop aiming at the target and start aiming at the path. Think about where the monster will be two bounces later, not where it is right after launch. Use softer throws when you need control and harder throws when you need momentum, but donโ€™t mix those instincts in the same shot. Also, watch the edges. Most mistakes come from clipping corners, because corners turn a clean arc into a chaotic spin. If a level feels impossible, it usually isnโ€™t. Itโ€™s just asking you to be calmer than you want to be. ๐Ÿ˜…๐Ÿ˜ฎโ€๐Ÿ’จ
And hereโ€™s a sneaky trick: when youโ€™re stuck, change one thing only. Angle or power, not both. Your brain wants to adjust everything at once, but then you canโ€™t tell what improved. One small change per attempt turns frustration into progress. That sounds boring, but it feels amazing when the shot finally clicks. ๐ŸŽฏโœจ
๐—ช๐—›๐—ฌ ๐—ง๐—›๐—ฅ๐—ข๐—ช๐—œ๐—ก๐—š ๐— ๐—ข๐—ก๐—ฆ๐—ง๐—˜๐—ฅ๐—ฆ ๐—™๐—œ๐—ง๐—ฆ ๐—ž๐—œ๐—ญ๐Ÿญ๐Ÿฌ ๐—ฆ๐—ข ๐—ช๐—˜๐—Ÿ๐—Ÿ ๐Ÿ•น๏ธ๐Ÿ’ฅ๐Ÿ‘พ
This is exactly the kind of browser-friendly physics game that belongs on Kiz10: fast to start, easy to understand, hard to master, and built around satisfying retry loops. You can play for a minute and feel entertained, or you can fall into the โ€œIโ€™m going to perfect thisโ€ tunnel and suddenly youโ€™re deeply invested in launching a tiny monster through a gap like itโ€™s your lifeโ€™s mission. Itโ€™s playful, chaotic, and skill-based in a way that sneaks up on you.
So if you like throwing games, physics puzzle games, or anything where a clean arc feels like a victory parade, Throwing Monsters is a perfect little storm. Just remember: the monster will do exactly what the physics sayโ€ฆ not what your heart wants. ๐Ÿ‘พ๐ŸŒ€๐Ÿ’€

Gameplay : Throwing monsters

FAQ : Throwing monsters

WHAT IS THROWING MONSTERS ON KIZ10?
Throwing Monsters is a physics throwing game where you launch cute monsters with careful aim, using arcs and bounces to reach goals and clear tricky stages.
IS THIS A PUZZLE GAME OR AN ACTION GAME?
Itโ€™s a physics puzzle game with action pacing. The challenge is solving each levelโ€™s setup using timing, trajectory control, and smart reroutes after misses.
WHY DO MY MONSTERS BOUNCE IN WEIRD DIRECTIONS?
Small corner hits and uneven surfaces can add spin and change the bounce angle. Softer throws and cleaner contact points usually create more predictable landings.
HOW DO I IMPROVE MY AIM FAST?
Adjust one thing per attempt (angle or power), watch where the first impact happens, and plan the full path instead of only aiming at the final target.
WHATโ€™S THE BEST STRATEGY FOR TIGHT GAPS AND TRAPS?
Use controlled low-power launches to reduce bounce chaos, avoid clipping edges, and aim for safe surfaces that guide the monster into position step by step.
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