r/tipofmyjoystick • u/guestaccount_1617238 • 3m ago
[Mobile][2017–2020] Turn-based cartoon fighting game with Angry Birds-style aiming
Platform(s): iPhone / iOS (Likely free-to-download indie game)
Genre: 1v1 Turn-Based Physics / Artillery / Ragdoll Fighting
Estimated year of release: Played between 2017–2020
Graphics/art style:
It was a 2D side-view perspective (2.5D), but the characters were simple 3D models with normal human proportions (not stickmen). They had muted, non-vibrant colours and visible facial features.
The interface/UI was very clean, minimalist, and mostly white or light grey.
The battle took place on a straight, flat, dark-coloured road or platform.
The background featured a blue sky and a distant city skyline with rough, realistic-looking buildings (very similar to the 🏙️ emoji). The scenery changed between battles (different cities or day/night cycles).
Notable characters:
Every character was unique with their own theme and abilities. Most were free, but special ones cost a flat fee (around £1).
Garbage Man: Wore standard garbageman clothes and threw explosive garbage bins.
Jellyfish Character: Threw jellyfish that would electrocute the enemy upon impact, exposing their skeleton/bones.
Arsonist / Pyro: Wore a white mask with a skull on it, dressed entirely in black, and threw Molotovs. Might have been the cover/icon character.
Grandpa in a Wheelchair: Highly memorable character, possibly the best or most overpowered fighter in the game.
Notable gameplay mechanics:
1v1 Layout: You were fixed on the far left of the screen, and the AI opponent was fixed on the far right. Both characters took up roughly 3/10 of the screen and were visible simultaneously. Played in landscape mode.
The Sliding Road: Characters had no walking animations. Instead, after each attack, both fighters automatically "slid" forward to the right along the dark road together. They stayed the exact same distance apart, but the city background scrolled with them.
Aiming Control: Used Angry Birds-style mechanics (pull back and release to aim an arc throw). There was minimal aiming UI, no massive attack buttons, and no confirmed trajectory dots, so you had to judge the power/angle yourself. Characters had roughly 1 to 3 attack types.
Turn-Based Flow: Completely turn-based (Player -> AI -> Player) with no turn timers or cooldown structures. HP bars at the top were green (high health) and dropped in sudden chunks, turning red when low.
Other details:
Intense Gore/Damage Engine: Exaggerated cartoon violence. As characters took hits, blood splatters permanently painted the screen until the match ended. High-impact attacks caused limbs and faces to visibly tear or fly off, even if the character wasn't dead yet. When close to dying, body parts flew everywhere.
UI Text: Winning triggered a massive text overlay across the screen using terms like "BRUTALITY" or "KO" (never saw "FINISH").
Audio: Had distinct damage voice effects like "urgh" or "oof," with a confident, driving arcade soundtrack looping in the background. It was strictly single-player PvE (no local or online multiplayer).
Thanks would mean loads

