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[TDL] Animation vs battlegrounds

[TDL] Animation vs battlegrounds

A Roblox experience owned by Animation Vs Roblox.

Fighting & PvPENAlan Becker AnimationBattlegroundsFighting

Description (written by the developer; not a statement by this register)

THIS GAME IS A SOLO PROJECT! don't expect consistent updates, and obviously worth the wait ones A battlegrounds game based of the animation series made by Alan becker Inspired mostly by "Jujutsu Shenanigans", and some other battleground games PC controls (your basic BG controls, aka): 1,2,3,4 - skill attack m1 - base punch Q - directional dash Q (while ragdolled) - evasive Q (on some characters while in the air) - air-dash F - block G - awakening Spacebar (while in the air) - double jump R - the character's special !WARNING! this game is in very early development, and may cause experience ruining bugs, such as softlocks, weird interactions and other. Since I have zero idea how to deal with any social media stuff, please if you see me in-game and have found a bug, please share

Last updated by the developer 17 Aug 2026, 17:56 UTC.

0
playing (measured 17 Aug 2026, 18:15 UTC)
6,150
lifetime visits
91%
liked (48 👍 / 5 👎)
57
favourites (9.3 per 1k visits)
19 July 2024
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
17 Aug 2026, 18:150first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

Early Access
199 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

how did you managed to... · secret23 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

90969317 August 2026 — 96 % liked27 August 2026 — 92 % liked16 September 2026 — 90 % liked26 October 2026 — 91 % liked9117 August 202626 October 2026
4 measurements spanning 70 days, net -5. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 89–97 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
26 Oct 2026, 21:0391+1
16 Sept 2026, 19:0190-2
27 Aug 2026, 18:5192-4
17 Aug 2026, 18:3896first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.