About Stickman Parkour 2: Lucky Block

Stickman Parkour 2: Lucky Block is a 2D platformer built around momentum. Each of its 80 levels drops you and a rival stickman onto the same course, and the level ends the instant one of you reaches the finish — so every flip, ledge grab and double jump is really a race move, not just a trick.

The levels are grouped into four stretches with their own hazards: the first 50 are straight parkour runs, 51-60 move underwater, 61-70 switch to a cyberpunk backdrop, and the final ten are the Lucky Block levels, where breakable blocks hide random surprises mid-run. TNT crates and ice patches punish careless jumps throughout, while slime pads launch you forward if you land on them right.

Controls

  • A / D or Left / Right arrows — move
  • W or Up arrow — jump (tap again in the air to double jump)

Tips

  • Chain your double jump off a slime pad instead of flat ground — the bounce adds to the jump instead of resetting it.
  • Ice patches kill your traction, not your speed — start turning before you're on one, not after.
  • On Lucky Block levels, don't stop to check what a block gives you mid-race; grab it and keep moving, since your rival isn't waiting.

It's a good pick for short, replayable sessions — each level is over in under a minute, win or lose, which makes it easy to fit in a quick run between classes.

Stickman Parkour 2: Lucky Block FAQ

How many levels does Stickman Parkour 2: Lucky Block have?
80 levels, split into four stretches: 1-50 are standard parkour runs, 51-60 are set underwater, 61-70 have a cyberpunk backdrop, and 71-80 are the Lucky Block levels with random surprises from breakable blocks.
What are the controls?
Move with A/D or the left/right arrow keys, and jump with W or the up arrow key. Tap jump again in the air to double jump.
Is it actually a race against another player?
You race a rival stickman controlled by the game on every level — whoever reaches the finish first wins that level.
What do the slime pads and ice patches do?
Slime pads launch you forward if you land on them, which helps chain a longer double jump. Ice patches cut your traction, so you'll slide through turns if you don't start steering early.

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