A loud crash looks funny, but Ragdoll Drop is not grading you only on bone breaks. The run pays out when impact force is high, when the body travels a long way, and when the bounce chain feels inventive. That is why a soft roll into one hammer can lose to a lighter first hit that still feeds the body into three more props.
Treat the object tray as your real controller. Put spinning blades and maces where the body will actually pass, not where they look decorative. Leave a gap if you need the ragdoll to keep speed into a second room. After the launch, you mostly watch; the placement work you did before the click is what separates a flat flop from a high multiplier.

























