How to play Free Kick Master
- Press Space or tap to start, then press once per stage: placement, power, curve.
- The wall moves between attempts. Check which side of centre it is on before you lock your aim.
- Curve decides where the ball finishes: final position = your aim point plus up to 130 pixels of bend.
- The wall is checked once, at 45% of the flight. The ball starts centrally, so at that moment it has travelled only 45% of the way toward your aim point — which means it passes the wall much closer to the middle of the pitch than your aim suggests.
- So aim away from the wall's side, then curve back toward goal. If the wall is central, aim at the far end of the sweep or lift the ball over it.
- Power above 71% clears the wall's head height regardless of where it stands. Above 93% it clears the crossbar too.
Controls
| Input | Action |
|---|---|
| Space / Enter | Lock aim, then power, then curve |
| Tap the pitch | Same as Space on touch devices |
| P | Pause and resume |
How scoring works
| Event | Points |
|---|---|
| Goal | 120 points |
| Curve bonus | Up to 40, scaled by how much bend you used |
| Top-corner bonus | 25 when the ball finishes in the upper third |
| Placement bonus | Up to 40 for finishing near a post |
Gameplay tips
- Treat the wall as the primary obstacle and the keeper as the secondary one. Most failed attempts here are blocks, not saves.
- The maximum curve is worth 40 points on its own, so a bending goal into the middle of the net scores more than a straight one into the corner.
- Aim away from the wall, not past its near edge. With the wall left of centre, aim right and curve left; with it right of centre, do the reverse.
- A central wall — roughly half of them — cannot be beaten low except from the extreme ends of the aim sweep. Lifting it with 75–90% power is the reliable answer there.
- Watch the flight of a blocked attempt. The ball stops at the wall plane, so the gap between where it stopped and the wall's edge is exactly the correction you needed.







