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SnapHit Studios

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A member registered 55 days ago · View creator page →

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Thanks for coming back and playing it again, that is genuinely useful.

Glad the car colour landed. That change came directly from your first comment. The car used to take its colour from the biome so it stayed visible against every palette, which worked for finding it and failed completely at recognising it. It is now a fixed cyan and the biome only tints the rim.

The drifting did change, and quite a lot, so you were not imagining it. The old version rotated the car around its own centre, which is a pirouette rather than a drift. It now pivots nearer the front axle so the rear steps out, and the angle builds over a fifth of a second rather than snapping. The old one was flicking sides about 55 times a minute, which read as a wobble.

Worth a go on a phone if you get the chance, it is a different thing with a thumb on each side of the screen.

You have found a real gap and I am glad you pushed on it. There is no way back to the title screen once a run has started. Not a hidden key, it simply does not exist. Reloading the page is the only route, which is not an answer.

So the scores, the car unlocks and the countdown to tomorrow's track are all sitting on a screen you cannot get back to. That is going on the list.

On the framework: there isn't one. It is a single HTML file, hand written, Canvas 2D, no libraries and no build step. Nothing is fetched while you play except the music. That was a constraint rather than a flourish, since the audience is kids on locked down school Chromebooks where anything with a download or a login is a dead end.

The level of the week idea sounds right for your game. The daily works here because the track is generated, so there is nothing to author and everyone gets the same road for free. If yours are hand built then a week or a month is the honest interval, and a longer window gives people time to actually grind a score rather than just have a go.

Good luck with the web release.!!

Hey I've updated the game at driftfever.com to stop the car changing colour at each stage. I've also improved the drifting dynamic so it feels less like a turn and more like a drift.


To answer your question, the sides gradually drain a bar if you get close to them, but you die instantly if you hit the edge. Maybe that's something I could revise but from what I've seen the most popular games are pretty difficult with a real challenge.


Would love your thoughts on the updated version. I'll post the new version to itch tomorrow.

Nice one, and thanks for the feedback - it's good just to have any kind of response at all tbh. I'll take that on board and keep on improving it. Judging by the response on Reddit and itch I still have a lot of work to do to get it good enough to get any attention.

https://snaphit.itch.io/drift-fever

WHAT'S IN IT

Five tracks a day. The first is a short training run and you can skip it. After that the road gets harder, the corners get tighter, and three rivals race you the whole way.

Three AI rivals that keep coming back. Pass them and they chase you down. Bump them and they bump back.

A ghost of your last run, so you are always racing yourself as well.

Jumps that pay, if you land them sideways.

Four original music tracks, written for the game.

Cars to unlock by finishing tracks and by getting through a whole day clean.

Drift Fever community · Created a new topic Hello world

Hope you love the game guys.