Duudle

THE PLAYER HANDBOOK

The Duudle Wiki

Gameplay rules, weapon statistics, and controls for desktop and mobile.

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Duudle is an arena shooter with rocket and grenade launchers. Players start with 100 health, 100 armor, and both weapons with unlimited ammo.

Practice lets you select a game mode, map, bot difficulty, and pickup rules before starting. Online play opens the server and room browser.

Your own rockets and grenades cause no health or armor damage. Their explosions still apply knockback, which enables rocket and grenade jumps.

Health, armor & respawning

Stat You start with Maximum
Health 100 200
Armor 100 200
Weapons Rocket launcher + grenade launcher Both always available
Ammo Unlimited Keep firing after each shot recovers

A player dies when health reaches zero. Armor absorbs 60% of incoming damage while enough armor remains; the rest is deducted from health.

In Free-for-all and Survive, health starts recovering after five seconds without taking damage. It restores six health per second, up to 100. Pickups can take you above 100, up to the 200 cap. Armor does not regenerate. Clan Arena has no health regeneration.

After respawning, you have three seconds of protection, indicated by diagonal stripes on your character and weapon. You can move, but you cannot shoot or take damage during this time. The stripes disappear when protection ends. Wait until then before attempting a rocket jump.

In Free-for-all and Survive, use Respawn or press R after dying. Online matches have a minimum one-second respawn delay. In Clan Arena, you get one life per round and return when the next round starts.

Falling off the map causes death, regardless of health and armor.

Weapons

Both launchers are available at the start of every life. Ammunition is unlimited. Weapons require a recovery period between shots and do not need manual reloading.

Weapon How it works Time between shots
Rocket launcher Fires a straight rocket that explodes on impact, dealing direct-hit or splash damage. Explosions can also be used for rocket jumps. 0.65 seconds
Grenade launcher Fires a grenade in an arc. It bounces off surfaces, explodes after 2.5 seconds, or detonates early on a direct hit. 0.8 seconds

Player rockets travel at 42.5 meters per second. Clan Arena bots use the same speed; bot attack rockets in Free-for-all and Survive travel at 35 meters per second. Grenades launch at about 21.9 meters per second before gravity and bounces change their velocity.

Rockets can hit opponents directly or deal splash damage by hitting nearby surfaces. Grenades can bounce around corners and cover doorways or landing areas.

On desktop, 1 selects the rocket launcher, 2 selects the grenade launcher, and Q switches between them. On touch devices, use the weapon-switch button. The current launcher lowers before the next one rises; let the switch finish before firing. Mouse-wheel scrolling does not change weapons.

Damage numbers

These are raw damage before armor. They apply to your weapons and to normal Free-for-all, Clan Arena, and online combat.

Weapon Direct hit Maximum splash Splash radius With Quad: direct / max splash
Rocket 110 130 5.8 meters 330 / 390
Grenade 100 100 About 4.69 meters 300 / 300

Splash damage falls off in a straight line from the blast center to zero at the edge of its radius. Halfway out, it deals half the maximum: 65 for a rocket or 50 for a grenade, before armor. Walls can block splash.

A direct hit uses the direct-hit value, rather than adding direct and splash damage together on that victim. Other fighters nearby can still take splash. There is no extra headshot multiplier.

Damage examples for a player starting with 100 health / 100 armor:

Incoming hit Armor absorbs Health lost You have left
Normal direct rocket: 110 damage 66 44 56 health / 34 armor
Normal direct grenade: 100 damage 60 40 60 health / 40 armor

If you do not have enough armor to absorb its full 60% share, the rest comes off your health. With no armor, a normal direct rocket or grenade kills a player on 100 health. A Quad direct hit from either launcher kills a player on the starting 100 health / 100 armor.

Survive exception: bot rockets deal reduced damage to the player: up to 48 raw damage, falling with distance from the blast, or up to 144 with Quad. They do not get the normal 110 direct-hit value against you in this mode. Your own weapon damage and incoming grenade damage use the normal table. Bot difficulty changes aim and firing behavior, not these damage values.

Controls

Desktop browser

Input Action
W A S D or arrow keys Move
Mouse Aim
Left mouse button Fire; hold for repeated shots
Right mouse button Assisted rocket jump with the rocket launcher; drag to choose where to fire
Space Jump; hold to keep jumping as you land
1 / 2 / Q Select rocket launcher / select grenades / switch weapon
Tab (hold) Show the live leaderboard on the left; scroll to see more players. Release to close. The match continues.
Esc / P Pause and release the mouse
R Skip a kill replay, respawn, or cycle the spectated teammate

Click into the arena to capture the mouse. If your browser does not allow mouse capture, drag to aim instead.

iPhone & iPad app

Touch the bottom-left movement area to place a joystick under your thumb, then drag to move. Drag elsewhere on the gameplay screen to aim. A quick stationary tap in the aiming area fires once; hold Fire for repeated shots.

Tap and release Jump for a normal jump. With the rocket launcher selected, hold Jump for an assisted rocket jump, or drag from Jump to choose its direction. Use the circular arrows to switch weapons and the pause icon to open the menu.

Mobile browser

Use the left joystick to move and drag the look area to aim. The Jump, Fire, and weapon-switch buttons handle the other actions. Hold Fire for repeated shots.

The mobile browser currently uses manual rocket jumps: aim down, press Jump, then Fire as you leave the ground. The hold/drag Jump shortcut described above is available in the native iPhone/iPad app.

Rocket jumping

Rocket jumping uses explosion knockback to increase jump height or movement speed. An explosion below the player adds upward velocity; one behind the player adds forward velocity. Self-inflicted explosions do not reduce health or armor.

Desktop: the shortcut

  1. Select the rocket launcher with 1.
  2. Right-click and release without dragging to jump and fire at your feet.
  3. To choose a direction, hold right-click and drag, then release. A brief hold also commits the jump while the button is still down.
  4. The camera returns to your original aim after the shot. Each gesture fires once.

Dragging down turns the shot behind you, which can push you forward. Left and right turn the shot sideways. The drag chooses where the rocket fires; the blast pushes you away from that point.

iPhone & iPad: the shortcut

  1. Switch to the rocket launcher.
  2. Hold Jump to aim at your feet and perform a rocket jump.
  3. Or drag from Jump and release to choose where the rocket fires. Drag down for a shot behind you; left or right for a sideways shot.
  4. Keep your movement thumb on the joystick to carry momentum through the jump.

A quick tap still gives a normal jump. With the grenade launcher selected, holding or dragging Jump stays a normal jump; it does not switch weapons for you.

Manual rocket jump: any platform

  1. Select the rocket launcher and stand in an open area.
  2. Look down at the ground near your feet.
  3. Jump, then fire immediately as you leave the ground.
  4. Look back up and steer toward your landing.

On desktop, that means Space + left-click. On a mobile browser, aim with the look area, then use Jump + Fire. You can use the same manual method in the native app.

Rocket jumping requires the rocket launcher to be selected, weapon recovery to be complete, and spawn protection to have ended. The explosion must be within knockback range.

Double blast jump

Place a grenade near your takeoff point, switch to the rocket launcher, and time a rocket jump with the grenade's explosion. Receiving a boost from both weapons during the same airborne run triggers Double Blast Jump. The grenade fuse lasts 2.5 seconds.

Pickups & Quad

Pure arena is the default: both weapons, equal starting equipment, and no pickups. To add items, choose Pickups & Quad in Practice's rules or when hosting a browser room. Online rooms use the host's rules. Clan Arena always uses Pure arena.

Pickup What you get Returns after collection
Yellow shield +50 armor, up to 200 25 seconds
Red shield +100 armor, up to 200 25 seconds
Health cross +50 health, up to 200 35 seconds
Blue Quad 3× weapon damage for 30 seconds 2 minutes

Items begin available and return to the same spots. Full health or armor does not consume an item you cannot use. Bots can collect pickups too.

Quad multiplies weapon damage by 3. It powers both launchers, turns their projectiles blue, and gives the carrier a blue shimmer, thicker outlines, and a positional hum. Watch the HUD for the remaining time.

Kill a Quad carrier and they drop only their remaining time for someone else to collect. The timer keeps counting down while the drop is on the ground. Falling into the void loses the powerup. Your own powered explosions still do no self-damage and do not give a stronger jump.

Game modes

Clan Arena

4 vs 4. One life each. First team to five round wins. In Practice, you have three bot teammates against four enemy bots.

Everyone starts each round with both weapons, 100 health and 100 armor. There are no pickups, health regeneration, or friendly fire. Eliminate the other team to win a round. If both teams still have survivors after 90 seconds, the round is a draw.

All stickmen use the same ink color. Look above their heads: blue circles ● identify your teammates and pink triangles ▲ identify opponents. The scoreboard uses the same markers.

When you die, watch the replay and then spectate. The round's last kill can get a replay too; shooting stops during the break, and the next round brings everyone back.

Free-for-all

All other players and bots are opponents. First to 15 frags wins, or the highest score after three minutes. Equal top scores draw. Practice fills the arena with you and 31 bots; online players replace bots. The match continues while a player is dead or respawning.

Survive

Bots target the player. The objective is to reach 15 frags before the three-minute timer expires. Easy, Normal, and Hard bot difficulties are available in Practice.

Maps

Arena What to expect
Doodle Pit An open arena with platforms and stairs.
Dusty Doodles A large town with buildings, tunnels, alleys, and rooftops.
Pool Panic A dry pool, diving boards, raised decks, and rooftops.
Crate Riot Stacked crates, crossing lanes, and an elevated catwalk.
Sky High Tall towers connected by rocket-jump ledges and skybridges.
Facing Doodles Two towers connected by an exposed bridge. Falling off the bridge or islands causes death.

Every map supports the practice modes and optional pickups. Match objectives are determined by the game mode. Maps have no bombsites or planting objectives.

Playing together

On the website, choose Online play to find an arena and compare ping. A lower ping means less travel time between you and the host. Browser and dedicated arenas support up to 32 fighters, with bots filling empty player slots.

You can also host a browser room and invite others. Keep the hosting tab open and active while everyone plays. Rooms have a warmup phase in which players can move and shoot while others join. The host uses Start Match to begin the match. The match begins after a countdown.

In the native iPhone/iPad app, choose Local Multiplayer. Connect to the same Wi-Fi, allow Local Network access, then open a game on one device and join it from Nearby Games on the others. Up to four people can play together, with bots filling the arena. Keep the host app in the foreground. Native local games and browser rooms currently use separate connections and cannot join one another.

Online matches keep running while you view a replay or pause. Practice can be paused. In Clan Arena, being dead means spectating until the next round, rather than taking an individual respawn.

Settings

Use Dark mode in the website header or pause menu to switch the website and game together.

For all website settings, open Practice → Settings, or use Settings in the pause menu. In the native app, open Appearance, sound & graphics, or the pause menu.

  • Appearance: Light, Dark, or System. Dark uses midnight paper and light ink; team and powerup colors remain recognizable.
  • Aim speed / mouse sensitivity: Adjust how quickly your view turns.
  • Volume: Adjust sound levels. Positional audio indicates the direction and distance of combat sounds. Quad carriers emit a hum.
  • Graphics: On the web, Auto adjusts resolution to help keep play smooth; Performance favors speed and Crisp favors sharpness. The native app has a resolution slider.

Settings are saved on the device or browser where you change them.

Back to Duudle.