Physics brawlers coast on their first thirty seconds and this one doesn't escape that. The joke is genuinely funny. The joke is also the whole design. Once you've watched limbs bend the wrong way a few times, nothing is pulling you back in. No depth under the flailing, no reason to get better at it. Brilliant for showing someone across the room. Not one I'd keep.
Ragdoll fighting only works if your inputs feel wired to the flailing, and here they mostly do. Contact reads clearly. Momentum carries through, and you can tell what hit what without squinting. It's loose on purpose so don't turn up expecting frame data, but the looseness has been tuned well enough to stay legible.
Silly in the best way! You mash, an arm ends up somewhere an arm shouldn't be, you both go over, you have another go. Two minutes at a time and i was still grinning.
Takes me back to when a fighting game could be two lumps of physics and a laugh, and everyone went home happy. Bouts are over in seconds. Correct. The reset is quick enough that you keep going again, and it earns the arcade shape without dressing itself up as a cabinet.
Ragdoll fighting stays funny until you have seen every way a body can fold, which does not take long. There is real feel buried in the physics. Nothing much is built on top of it that asks you to improve, so sessions stay short by default: the laugh runs out before the skill curve has started. Show it to someone once, sure. I would not open it a second time.