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Games built on nape-js

From a single mechanic to a shipped title: every game below runs on the same open-source 2D physics engine. Play in the browser, then open the source.

Here for the physics, not the games? Browse the technique demos — joints, fluids, fracture, raycasting, determinism.

Complete game demos

Multi-system games in one file each — AI opponents, waves, cameras, scoring and 3D rigs. Play them here or open the source on CodePen and StackBlitz.

Blade Waltz — gameplay screenshotPlay →

Complete gameBlade Waltz

A Tales-style action-battle gauntlet on a round arena: ten waves of monsters, a party of four, and you control the swordsman only. Run freely, land 3-hit combos (J / click), spend TP on artes (K — neutral for the Demon Fang ground wave, toward the target for the Sonic Thrust dash, away for the launching Tiger Blade), guard with L, and unleash the Mystic Arte with SPACE once the Overlimit gauge fills from dealing and taking hits. Normal hits refill TP; guards only cover your front; stone golems and bosses shrug off single hits. Your AI party plays its roles: the lancer brawls and chains thrusts, the archer kites and volleys, the sage heals, revives and casts fire and stone with interruptible cast times. The tenth wave is a drake with claws, a tail spin, fire breath, a roar and wisp summons. Every combatant is a dynamic puck inside a ring of static wall segments; melee is resolved from arcs, while arrows, bolts, fireballs and waves are sensor bodies delivered by InteractionListeners with side filtering done by sensor masks. In 3D a side-on chase camera frames the player–target line over a stone arena in a meadow, with jointed low-poly rigs for every combatant.

GameplayAICameraSensorsCallbacksMobile
Shard Rush — gameplay screenshotPlay →

Complete gameShard Rush

3v3 top-down hero arena. A mine in the middle coughs up a shard every few seconds — carry 10 between your team and survive a 15-second countdown to win. Die and you drop everything you hold. Pick one of six heroes on the select screen — shotgunner, gunslinger, wrestler, bard, thrower, engineer — each with its own attack, 3-shot ammo that reloads over time, and a SUPER that charges as you land hits: a wall-breaking blast, a piercing volley, a leap-and-slam, a healing chord, a flask barrage, an auto-turret. Bushes hide you until you attack or someone walks in close; crates can be blown open. Move with WASD, aim with the mouse and click to attack, E auto-attacks the nearest enemy, SPACE/Q fires the super — or on any device hold to steer, tap to attack and tap the SUPER button. Two AI teammates and three AI opponents run the same kit-aware brain: range bands, cover, stealth, retreat-to-heal, mine control and super timing. Every projectile is a sensor body delivered through InteractionListeners, with team filtering done by sensor groups and masks.

GameplayAIShooterCameraSensorsMobile
Jungle Strike — gameplay screenshotPlay →

Complete gameJungle Strike

An eleven-screen Contra-style run-and-gun. Fight right through a jungle assault course — patrolling grunts, dug-in turrets, leaping chargers and snipers that paint you with a laser sight before they fire — to a three-barrel emplacement boss that only takes damage in its glowing core, telegraphs every volley, and rotates rockets and mortars once it drops into overdrive. The level is built from a CharacterController over hand-authored terrain: one-way canopy platforms, a collapsing rope bridge, a river you cross on stepping stones, and a trench, tower climb and flooded bay after that. Grab SPREAD, MACHINE and LASER power-ups — you lose your weapon on death, and respawn at the last of eleven checkpoints. Move with WASD/arrows, SPACE to jump, S/ to crouch, and aim freely with the mouse — hold to fire. In 3D mode every fighter is a procedural low-poly figure with an independently-aimed gun arm.

GameplayShooterCharacterControllerCameraPlatformerAI
Raft Rapids — gameplay screenshotPlay →

Complete gameRaft Rapids

Build-a-raft passenger run on real fluid buoyancy. In the loading bay, click to place floating barrels, deck nodes and wind-catching sails, and drag part-to-part to connect them with springy rods. Hit Launch: the raft splashes in, the crane lowers a ragdoll passenger who is denser than water — overboard he goes under and the run is lost — and the current carries everything down a four-screen river: a staircase of three waterfalls, each taller than the last, with boulder slaloms and accelerating headraces between them, to the delivery dock. The passenger holds on with a breakable joint: slalom bumps he rides out, a big drop tears his grip and he tumbles — and if the current washes the raft back under him, he grabs hold again. Rods are soft DistanceJoints with live strain that snap on hard rock hits, and sails pull toward a gusty tailwind while they stay dry. Once you launch, the run is hands-off: the raft you designed either makes it or it doesn't. Space launches, 1–4 pick tools, R resets.

FluidBuoyancyDistanceJointRagdollBuildingDragGameplay
Kickoff — gameplay screenshotPlay →

Complete gameKickoff

2v2 top-down arena soccer. You and an AI teammate (blue) take on two AI opponents on a walled pitch with recessed goal pockets and round posts. Walk into a slow ball to carry it at your feet; a kick (SPACE/E) fires it the way you're facing, and an opponent overlapping your carried ball can tackle it away — a full-speed shot is too fast to catch. Move with WASD/arrows, hold SHIFT to sprint on a stamina tank that drains in seconds and refills slowly (drain it fully and you're winded) — or on any device hold the pointer to steer (push it far to sprint) and quick-tap to kick. The AI pairs split into attacker and defender roles dynamically, dribble for the corners, make supporting runs, and manage their own stamina. First to 3 goals inside the 2-minute clock — a tie at full time goes to golden goal.

GameplayAIMomentumZero GravityMobile
Crash Test Hero — gameplay screenshotPlay →

Complete gameCrash Test Hero

Turbo-Dismount-style crash scoring. Pose the ragdoll dummy on its cart by dragging any body part, then hold Space (or the LAUNCH button) to charge the ping-ponging power meter and release to launch it down the ramp, over the pit, down the staircase and into the trampoline, the spinning paddle wheel and the crate wall. Damage IS the score — every hard contact pays out points from measured totalContactsImpulse (head hits ×3), and the seatbelt, neck, shoulders and hips are real breakable constraints (maxForce + breakUnderForce) that snap for bonus points via a ConstraintListener(BREAK). Big hits freeze time and shake the camera. On the way down time nearly freezes — press Space again to eject the dummy at the fast-sweeping aim arrow's angle, FlatOut-style, into the obstacle gauntlet: bowling pins, wrecking balls, a field of spinning rotors only a good arc can reach, a seesaw and the crate wall. After ejecting, Space panic-flails (3 charges). R restarts.

GameplayRagdollBreakableCallbacksCameraDrag
Sky Hook — gameplay screenshotPlay →

Complete gameSky Hook

Helicopter medevac with slung ragdolls — three patients stranded across a canyon, the hospital pad in the middle. Fly with arrows/WASD (hold the pointer to steer on touch), hover the chain-link rope's hook by a patient and press Space to winch him into the harness — then carry him swinging under the chopper past towers, a bridge underpass, blocks hanging from the sky, patrolling platforms, wrecking balls and spinning X / I / cross rotors back to the hospital. Necks, shoulders and hips are real breakable constraints (maxForce + breakUnderForce) — slam a patient and limbs tear off; yank hard enough and the harness snaps. Every hard contact chips the chopper's hull via measured totalContactsImpulse — at zero it drops out of the sky. Space releases, R restarts.

GameplayRagdollBreakableCallbacksCameraKeyboard
Ragdoll Royale — gameplay screenshotPlay →

Complete gameRagdoll Royale

Battle-royale spectator sport with 50 numbered ragdolls standing to attention across five decks. The world holds its breath until you make your one decision (click a dummy to bet on it, Space picks at random) — then a seeded hazard schedule eats the arena: telegraphed geyser blasts, ball cannons that ride up and down the walls, rockfall from telegraphed ceiling hatches, platforms yanked from under everyone, kinematic rotors that reverse at random while riding their shafts, and a floor that crumbles in random order into the void. Damage is measured, not scripted — hard contacts bruise via totalContactsImpulse, necks/shoulders/hips are breakable constraints that tear off under violent yanks, and 0% is a KO. Last dummy in play wins; the banner grades your bet by placement. Per-rig InteractionGroup keeps 500 ragdoll parts colliding with each other but never with themselves. Every round reseeds — R restarts.

GameplayRagdollBreakableChaosDestruction
Escape Run — gameplay screenshotPlay →

Complete gameEscape Run

Homage to the Warcraft 3 escape map genre (Run Kitty Run and friends): one touch kills, checkpoints are circles of power, deaths are unlimited — only the clock judges you. The exit gate takes three key shards, one stashed off the fast line in each hazard section, so you cannot run the loop just once. Weave the counter-timed sweeps of the Patrol Hall while a stalker paces its floor, sprint the timed portcullises of the Gate Run between punch-up spikes and flagstones that crumble if you hesitate on them, drift the frictionless Frozen Ascent, then thread Crusher Row, where kinematic pistons shove you into lava — or flatten you outright if you let one close on you. Move with WASD/arrows — or hold the pointer to steer on any device. R restarts the run. Patrols are sensor-only kinematic bodies on analytic paths, gates and spikes toggle in and out of the Space, pistons push with real kinematic contacts, hunters steer at you inside an aggro ring but are slower than you, and the ice is just a lower steering lerp — one InteractionListener per game rule.

GameplaySensorKinematicCameraMobileMaze
Capture the Flag — gameplay screenshotPlay →

Complete gameCapture the Flag

3v3 top-down capture the flag. Run into the enemy flag to steal it, then carry it back into your own base circle — but a capture only counts while your own flag sits at home, so someone has to defend. A dash (SPACE/E, or a quick tap) is both tackle and escape: dashing into an opponent staggers them with a real momentum shove and always knocks a carried flag loose; a dropped flag skids, blinks, and walks home after 10s unless someone claims it — your own team's touch returns it instantly. Mid-field cover blocks turn straight chases into cornering duels. Move with WASD/arrows, hold SHIFT to sprint on a stamina tank that drains in seconds and refills slowly (drain it fully and you're winded; flag carriers run slightly heavy) — or on any device hold the pointer to steer (push it far to sprint) and tap to dash. Each AI rolls its own speed and aggression and plays a live role — raider, mid-field interceptor, or goalkeeper-style flag guard — chasing carriers, escorting yours home, and racing loose flags. First to 3 captures inside the 2:30 clock; a tie at full time goes to sudden death, where even the guards abandon post and raid.

GameplayAIMomentumZero GravityMobile
Dodgeball — gameplay screenshotPlay →

Complete gameDodgeball

3v3 top-down dodgeball, best of 3 rounds. The center line is a wall only for players — a collision-filtered fence pucks can't cross but balls fly straight over. Four balls start on the line: rush, walk into one to pick it up, carry it a beat to arm it (the classic fall-back-before-you-throw rule), then throwSPACE/E auto-aims the nearest red, a tap throws exactly where you tap. A thrown ball is live (it wears the thrower's color) until it touches a wall or slows down; a live ball that touches an opponent knocks them out. There is no catching — when a ball comes at you, dodge. The court bleeds ammo too: every 20s one loose ball drains away for good (it blinks first), down to a single ball. Move with WASD/arrows, hold SHIFT to sprint on a stamina tank that drains in seconds and refills slowly — or on any device hold the pointer to steer (push it far to sprint) and quick-tap to throw. Every AI rolls its own reaction distance, lead-aim skill, throw scatter and aggression, so reds dodge your throws sideways off the flight line and lead yours. Stall too long and at 45s the line drops — the fence body leaves the space and the round turns into a point-blank melee. Last team standing takes the round; first to 2 rounds wins.

GameplayAIMomentumZero GravityMobile
Standoff — gameplay screenshotPlay →

Complete gameStandoff

A top-down stand-still-to-shoot roguelite. Your hero auto-fires at the nearest foe only while standing still — the instant you move, the weapon goes cold, so each fight is stop-shoot-dodge. Clear every enemy in a room and draft one of three permanent perks that stack for the whole run: extra arrow directions (front, side, rear, diagonal), routing (piercing, wall ricochet, enemy-to-enemy ricochet), payload (explosive shot, bolt chain lightning, freeze, poison), companions (spirit orbs), and stats (crit, damage, speed, bloodthirst, quickdraw). Cleared rooms open a random-wall exit door; walking into it fades to the next arena. Melee rush with charges, ranged kite and snipe, dashers blink in, and every 5th room is a boss with shotguns and bullet rings. Deeper rooms add active hazards: telegraphed spike traps, lava pools, and spinning sawblades (kinematic bars that sweep the arena and block shots). Fallen enemies sometimes drop a healing heart — walk over it while wounded to patch up. Move with WASD / arrows or the bottom-left virtual stick. Camera shake on every kill, hit, trap, and boss slam.

GameplayRogueliteCallbacksKinematicCamera shakeMobile
Arena Defense — gameplay screenshotPlay →

Complete gameArena Defense

Mash-up of top-down shooter + tower defense + portals + destructible bodies. Big 1800×1200 world with a camera that follows the player. Enemies enter from each side along a short L-shaped corridor and converge on the central base (HP 800, solid obstacle, auto-fires at the nearest enemy). Waves run on a fixed 12s cadence — a slow wave doesn't delay the next one, so pile-ups are part of the challenge. WASD move, Space dash (i-frames), auto-fire targets the nearest enemy. Step into a coloured portal to teleport. Every kill shatters the enemy via fractureBody (Voronoi shards) plus a short particle-emitter spark burst. Wave types: speed (dash-rushers), healer (green pulse-heals allies), and every 5th — a boss with shotgun, mines, summoned minions, and an AoE shockwave. Power-ups (40% drop): 2x/3x spread, EX explosive, RF rapid-fire, HP heal, SH shield, HM homing missiles.

GameplayCamerafractureBodyPortalsParticleEmitterCallbacksSensors
MOBA-lite — gameplay screenshotPlay →

Complete gameMOBA-lite

Rough MOBA sketch — three lanes through a triangle-island maze, creep waves, 12 towers and two Ancients. Move with WASD (or bottom-left virtual stick); auto-attack fires at the nearest enemy in range. Q drops a 2s mine that bursts into 10 radial bullets, E is a dash with short i-frames. Earn gold + XP by killing creeps/towers; level up to 10. Shop buttons at the top-left buy +3 DMG or heal 50. Destroy the red Ancient ★ to win; lose if the blue Ancient falls. Camera follows the player across the 1800×1000 world.

GameplayCallbacksAOECameraMobileMOBA
Tinywheels Cup — gameplay screenshotPlay →

Complete gameTinywheels Cup

Top-down kart-racer — you (blue) vs. three waypoint-driven AI opponents on a closed three-lap track. Mario-Kart-style item boxes: pick up a ?-pad to roll a random item into your slot, then E to fire it. Mushroom = speed burst, Bolt = slow all rivals, Banana = drop trap behind, Shell = forward projectile. Watch for rotating bars and bouncy balls — they'll knock you off-line. Controls: ↑ ↓ ← → (or WASD), Space brake, Shift drift, E use item. First to three laps wins.

Top-DownZero GravityAIWaypointsSensorCameraRaceItems
Dirtline — gameplay screenshotPlay →

Complete gameDirtline

Hill-climb trials bike with an articulated ragdoll rider welded to the seat, on a long course with several big jumps. / D throttle, / A reverse, / W lean back (pop the front), / S lean forward (nose-down). The moving wheels fling physics-based gravel that skitters on the track. Flip the bike or smack the ground hard and the rider breaks away and ragdolls off. R or click to respawn. Showcases MotorJoint wheels on SpringJoint suspension, a ragdoll attached to a moving vehicle, a break-away WeldJoint, and a terrain-only ParticleEmitter.

MotorJointSpringJointWeldJointRagdollVehicleCameraBreak-awayParticleEmitter
Top-down Shooter — gameplay screenshotPlay →

Complete gameTop-down Shooter

Top-down survival shooter — enemies pour in from 4 spawn points, every 5th wave closes with a boss that rushes, drops mines and fires shotguns. Melee chase you with burst rushes, ranged keep distance and snipe. Movement: WASD or bottom-left virtual stick (mobile). Auto-fire targets the nearest enemy; walls block bullets. 40% enemy drop chance for 10s power-ups: 2x / 3x spread, KB knockback blast, EX explosive AOE bullets, RF rapid fire, HP instant heal.

GameplayCallbacksSensorsMobileAuto-fire
Contraption Garage — gameplay screenshotPlay →

Complete gameContraption Garage

Fantastic-Contraption-style vehicle builder. In the build zone, click to place powered wheels (drive right / drive left) and frame nodes, and drag part-to-part to connect them with springy rods. Hit Test: rods become soft DistanceJoints, each wheel drives via a MotorJoint against its frame, and the camera follows your machine down a three-screen course — pit, whoop bumps, a gap to bridge, a stair climb and a cliff chute. Reaching the flag yourself wins nothing: a pink cargo ball waits on the high plateau, and IT has to get to the flag. Driven rims kick the ball away with backspin, so a bare car just tramples it — try a reverse-spinning wheel as an intake roller, and bring enough traction to push the cargo up the final ramp. Rods show live strain and snap when overloaded, mid-test you can grab parts with a springy pivot hand, and parts overlap freely thanks to InteractionFilter groups. Space toggles test, 1–4 pick tools, R resets.

MotorJointDistanceJointBuildingVehicleDragGameplay

Gameplay slices

Smaller playable demos that isolate one mechanic — a character controller, a pinball table, a slingshot, a vehicle.

Sumo Arena — gameplay screenshotPlay →

Gameplay sliceSumo Arena

10-player free-for-all knock-out on a floating circular platform — shove everyone else off and be the last one standing. You control the blue puck against 9 AI fighters with edge-awareness, target picking and their own dash timing. Move with WASD/arrows and SPACE/E to dash — or on any device hold the pointer/finger to steer toward it and quick-tap to dash that way. A dash is a short lunge that knocks whoever it hits flying (they lose control while staggered, so a rim dash is lethal). Contact pushes are pure rigid-body momentum on bouncy, slippery pucks. After 10 seconds the arena starts shrinking, so play the center. Fall out and you can watch the AI finish the brawl.

GameplayAIMomentumZero GravityMobile
Cargo Crane Captain — gameplay screenshotPlay →

Gameplay sliceCargo Crane Captain

Load ten crates onto a barge that actually floats — a fluid-enabled water body, not a static platform. A real PulleyJoint hauls a live counterweight up its guide as the winch pays out; drive the trolley, then SPACE to grab and release. Every crate you set down shifts the barge's buoyancy, so a lopsided load makes it list — and enough list capsizes it. Miss the deck and the crate sinks; slam one hard enough and it shatters. ←/→ trolley, ↑/↓ winch, R restart.

FluidBuoyancyPulleyJointPivotJointKeysGame
Sticky Builder — gameplay screenshotPlay →

Gameplay sliceSticky Builder

Physics construction game. Drag a spare blob near the truss and release to weld it in with springy DistanceJoint struts (soft constraints — stiff=false). Bridge the wide chasm — a mid-span rock pillar helps — and reach the beacon above the far platform before the spare blobs run out; on connect the survivors march home along the struts. Struts show live strain and snap when overstretched — yank a welded node (springy PivotJoint hand) to tear the truss apart and reclaim its blob. The seed's feet are pinned with PivotJoint anchors, and blobs never collide with each other thanks to InteractionFilter groups.

DistanceJointSoft ConstraintsBuildingDragGameplay
Billiards — gameplay screenshotPlay →

Gameplay sliceBilliards

Top-down billiards — zero-gravity table. Drag back from the cue ball to aim, release to break. High-restitution balls clack and roll with friction toward six sensor pockets; sinking the cue is a scratch. Input locks until the table settles.

BilliardsSensorMaterialDragTopDown
Tilt-Run Marble Maze — gameplay screenshotPlay →

Gameplay sliceTilt-Run Marble Maze

Top-down tilt-maze. Move the pointer away from the maze centre to tilt the world — gravity points toward the cursor. Roll the marble through three labyrinths to the green goal while collecting gold coins and avoiding red pits. Showcases dynamic space.gravity, sensor-driven game state, and the buildTilemapBody helper.

TilemapSensorGravityPointerGame
Brickline — gameplay screenshotPlay →

Gameplay sliceBrickline

Stack-as-high-as-you-can arcade demo. A KINEMATIC brick slides above the tower; click / Space converts it to DYNAMIC so it drops onto the stack. Stability comes purely from rigid-body contact and high Material.staticFriction. Drop a brick too far off-centre and the tower tips. Camera follows the stack top up. Showcases kinematic → dynamic conversion, friction-only stacking, and centre-of-mass tipping.

StackingFrictionCameraClickGameplay
Wyrm — gameplay screenshotPlay →

Gameplay sliceWyrm

A one-button endless runner. Hold Space (or tap & hold) to thrust upward, release to fall. The tunnel of static Polygon strips is generated ahead of the player and culled behind. Grab ★ stars for points — sensor-only bodies that burst into dynamic shards on pickup (the shards collide with the walls but pass through you via collision filters). Showcases per-frame body.force, camera follow + shake on crash, parallax background, procedural spawn/cleanup, and SENSOR-mode InteractionListeners.

GameplayProceduralCameraCallbacksSensors
Minigolf — gameplay screenshotPlay →

Gameplay sliceMinigolf

Top-down minigolf — zero-gravity table, drag from the ball to aim, release to putt. Slope zones (sensor-driven force fields) curve your shot; the hole is a TriggerZone sensor. Press R to retry the hole.

SensorMaterialTriggerZoneDragTopDown
Floppy Fists — gameplay screenshotPlay →

Gameplay sliceFloppy Fists

Two ragdoll brawlers fight in a tiny ring — knock the opponent out (HP ≤ 0) or off the platform. Limbs are driven by mutating AngleJoint targets each frame (motor-like control without MotorJoint); InteractionListener tallies damage from contact impulse. P1: A/D move, W jump, F jab, G kick, H heavy. P2: arrows + J/K/L, or AI. Press T to toggle AI/2P, R to restart, I for help.

GameplayRagdollAngleJointCallbacksAI
Destructible Arena — gameplay screenshotPlay →

Gameplay sliceDestructible Arena

Side-view shooter built from buildTilemapBody + CharacterController + two ParticleEmitters + fractureBody. The arena is 3× canvas-wide; the camera follows the player and shakes on every kill. WASD/Arrows move, Space jumps. Hold into a wall mid-air to wall-slide, and press Space to wall-jump off it. Jump up through the purple one-way platforms; the cyan platform glides back and forth as a kinematic body. Hold mouse to fire toward the cursor.

ParticleEmitterfractureBodyCharacterControllerTilemapShooterCamera
Planet Platformer — gameplay screenshotPlay →

Gameplay slicePlanet Platformer

Walk around eight planetoids — each with its own RadialGravityField, including a giant Goliath in the east. Gravity points toward the nearest planet, the CharacterController.down direction is updated each frame, so jumping, slope-walking and ground detection all work in any orientation. The camera follows the player across the world. Collect coins and reach the ★ star on top of Goliath. WASD/Arrows + Space.

RadialGravityFieldCharacterControllerMario-Galaxy-stylePickupsPlatformer
Plinko — gameplay screenshotPlay →

Gameplay slicePlinko

1000 balls cascade through a dense staggered peg field, settle into slots, and recycle back to the top.

BouncyStatic shapesParticles
Tower Defense — gameplay screenshotPlay →

Gameplay sliceTower Defense

Build archer (single-target) and bomb (AOE + knockback) towers to defend the base. Enemies are physics bodies — bombs scatter them against walls, and they fight their way back on track. Click empty spot to build, click tower to upgrade. Enemy HP scales with wave; every 3rd wave brings fast runners, every 5th wave is a horde that pours in 5-at-a-time.

GameplayCallbacksAOEImpulseUpgrades
Portals — gameplay screenshotPlay →

Gameplay slicePortals

Portal physics with UserConstraint and callbacks. Drag shapes into portals — they emerge from the linked partner.

UserConstraintCallbackSensorPortal
Slingshot Siege — gameplay screenshotPlay →

Gameplay sliceSlingshot Siege

Drag from the slingshot to aim, release to fire! Balls shatter the castle on impact. Click slingshot to reload.

DestructionVoronoiSlingshotClick
Character Controller — gameplay screenshotPlay →

Gameplay sliceCharacter Controller

WASD/Arrow keys to move, Space to jump. Features: slopes, one-way platforms, moving platforms, wall-slide, wall-jump, ice, coyote time. Uses the built-in CharacterController class with dynamic body physics.

CharacterControllerPlatformerCameraOne-WaySlopeWall-JumpIce
Pinball — gameplay screenshotPlay →

Gameplay slicePinball

Pinball with asymmetric bumpers, slingshots, pegs, a launch lane, and an oscillating blocker. Left/Right arrows or A/D to flip. Click left/right half to flip on mobile. Click upper area to spawn balls.

CircleRestitutionBumpersKinematic
2D Car — Top Down — gameplay screenshotPlay →

Gameplay slice2D Car — Top Down

Top-down racing car with arcade physics on a winding rally track. Use ↑ ↓ ← → arrow keys (or WASD), Space for handbrake/drift, Shift to brake. On touch: tap front/back to throttle/brake, left/right to steer.

Top-DownZero GravityFrictionCameraCamera Shake
Tracked Vehicle — gameplay screenshotPlay →

Gameplay sliceTracked Vehicle

Tank-style tracked vehicle with a cannon. Drive with ← → (or A/D), aim with ↑ ↓ (or W/S), fire with Space. Shells blast destructible terrain.

PivotJointMotorJointInteractionFilterChainMarchingSquares
2D Car — Side View — gameplay screenshotPlay →

Gameplay slice2D Car — Side View

A car with SpringJoint suspension on wavy terrain. Use ← → arrow keys or tap left/right to drive.

SpringJointLineJointMotorJoint