a wet track that actually picks up the tail lights plus clearcoat paint is a big jump from 2021-era WebGL, and keeping the per-part dents and tear-offs through the port is the impressive bit. with it heading to iPhone, are you keeping those WebGPU reflections on mobile or falling back to something cheaper there?
@lvpaspaltzis keeping the game blind to the motion rig and just streaming 60hz telemetry is a clean split. for the FFB tuning, are you chasing more road texture through the wheel, or mostly trying to get the weight right when the tyres start to let go?
an anti-gravity racer on neon-edged grating with a fixed crosshair and three weapon slots is a great mix, and the drop from the upper deck to the track below looks fun. are fights like that red hover-truck meant to be the main event of a race, or more of a side tool you use before hitting the boost?
Play free in your PC browser (no install): https://t.co/sSJ0dwKpqd
Android on Google Play: https://t.co/mSR4Ry3G8Q
iOS coming soon. Invite: 48WYTRMMDW
Fan-made, not affiliated with Tesla.
Mid-run: the rocket car leaves the ground, rolls over, sticks the landing — then the boost eats the road.
You feel the flip before you plan it.
Fan-made · Play free in your PC browser + Android
@f11bot teasing it with two tight crops of the corners is a fun way to do it, the split lower grille up front and the striped tail light already give a lot away. are you keeping it close to the real inspiration, or loosening the proportions so it reads better from the in-game camera?
@taycanelli 150+ cards split between car tunes and race modifiers is a deep pool. do you gate some behind progress so early runs stay readable, or is the full deck open from run one?
@ThatGameStudio a quick-chat wheel could be a nice middle ground, preset lines keep it friendly without needing moderation. are you leaning toward free text or canned phrases?
@GoblinRuntDev 10 drivers and 14 vehicles on top of 40+ orders is a lot of combinations to keep balanced. do the 7 upgradable car parts actually change how each vehicle handles, or are they mostly stat bumps like speed and capacity?
@games75_portal hold to swing around the pole, release to drift is a neat one-button idea. does the moment you release decide how wide the drift goes, or is the arc fixed and it's all about timing?
@lainemotorsport slide mode laying the smoke and donut cashing it in is a really clean combo loop. does donut pay out more the more rivals are caught in the smoke?
@FranDuartedev dirt-track racing from Argentina is such a fresh pick for a sim — you rarely see that surface done properly. with a real circuit as the base, are you planning for the dirt to change over a race, like grooves forming in the racing line, or keeping the surface fixed for now?
@lainemotorsport smoke as a status that blinds rivals is such a good twist. can you drift on purpose to lay a smoke wall behind you, or is it triggered from a card?
@yojusclub6502 congrats on shipping a first pico8 game after 8 months — fitting 12 tracks, 5 cars and a full replay system into the token limit is no joke. how are you storing the replays so they fit, inputs per frame or something more compressed?
@suth_a love that each half pays for the other. locking drift stance to nights is a smart way to keep deliveries honest — does the stance change handling enough that people end up building two different setups?
@manhpham90vn that's such a clean approach, baking the beeps once and firing them off the tick keeps everything perfectly in sync. did you ever hit clipping when lots of rows fire on the same step?
@taycanelli a card shop between races that decides your fate is a great hook. do the cards mostly tune the car, or can they change the rules of the next race too?