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Penalty Duel

Shoot · save · win the shootout · Sports / Versus

About this game

Penalty Duel is a fast two-phase penalty shootout. Take your kicks by timing a sweeping crosshair into the corners — too close to the post and it clanks off the woodwork. Then pull on the gloves: read the shooter's run-up lean and dive to keep the ball out. Five kicks each, sudden death if level. Take on the CPU.

Genre SportsVersus
Tags Sports
PlatformDesktop / mobile browser
PriceFree
Status● Online
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About Penalty Duel

Penalty Duel is a shootout played from both ends of the pitch. You take five kicks against the CPU, then pull on the gloves and face five kicks from it. Each of your kicks is decided by two timed taps: one locks the direction while a crosshair sweeps across the goal, the other locks the height while it sweeps up and down. Aim near a corner and the keeper has almost no chance; aim a little too close to the frame and the ball rattles off the woodwork.

In goal, the CPU gives you something to read. During its run-up the ball leans slightly toward one of the three columns, and about seven times out of ten that is where the shot is going — the rest are feints. Once the ball is struck it leaves a short white trail, so you can also react late during the flight. Tap one of the six goal zones to dive, or press Space to cover the middle.

How to play

  1. Tap once (or press Space) to lock the horizontal direction while the crosshair sweeps across the goal.
  2. Tap again to lock the height. Corners are worth more, but clipping the post sends the ball wide.
  3. On defence, watch the CPU run-up: the ball leans toward a column before the shot, with a 30% chance of a fake.
  4. Tap one of the six goal zones to dive, or use the ball trail to react during the flight.

Tips & tricks

  • A shot tight to the corner can still slip past a correct dive, so the risky placement is often the right one.
  • Do not commit the instant you see the lean — waiting for the trail avoids most feints.
  • Five kicks each. A level score goes to sudden death, so every late kick matters.

Scoring & progression

  • A converted kick counts as one goal. The match score is simply goals for and against after five kicks each; there are no bonus multipliers inside a shootout.
  • Placement changes risk rather than points. A shot tight to a corner is the hardest to save, while a shot that grazes the frame can clip the woodwork and be recorded as a miss.
  • A level score after ten kicks goes to sudden death: alternating single kicks continue until one side misses and the other scores.
  • A finished shootout reports its score back to the portal. A win adds XP, updates the personal best and can complete the daily challenge.

Stages & bosses

  • Phase 1 — Attack: five kicks, each with a horizontal crosshair followed by a vertical height sweep.
  • Phase 2 — Defence: five CPU kicks, each with a readable lean, a possible feint and a six-zone dive.
  • Sudden death — only triggered by a draw; one kick per side per round until the tie breaks.
  • There is no named boss roster or unlockable difficulty tier. The pressure comes from the two-phase format and the fixed five-kick budget.

Frequently asked questions

How long is a Penalty Duel match?

Five kicks for you and five for the CPU. If the scores are still level, the shootout goes to sudden death until one side misses and the other scores.

Can I play against a friend?

No. Penalty Duel is a single-player shootout against the CPU. For a same-screen two-player game, try Puck Clash instead.

Do I have to guess where the CPU will shoot?

No. The ball leans toward a column during the run-up — true about 70% of the time — and once struck it leaves a visible trail, so you can read the shot or simply react.

What happens if I aim too close to the post?

The shot can clip the woodwork and bounce out. Corner shots are harder to save, but the safest scoring area sits just inside the frame.

Version history

  • November 13, 2026 — Guide expanded with the two phases, the scoring and sudden-death rules, the CPU lean probability and a version note. No gameplay change.
  • Current build — Five kicks per side, six dive zones, Space to cover the middle, local best score, and a result message back to the portal.

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