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That puts the game in the arena racing tradition rather than the circuit racing one. Circuit racing treats contact as a mistake; arena racing treats it as a verb. Shoving a rival toward the edge here is not dirty driving, it is the core mechanic, the same way it was in demolition derby games and in the sumo modes that racing series used to hide in their multiplayer menus. Positioning matters more than top speed, because speed only helps if it ends with your bumper on someone else's door.
Drift is the other half of the system, and it works as a cornering economy. Steering is done by dragging across the screen or moving the mouse, and the cars slide heavily, so every turn costs momentum and floor. A wide drift covers more tiles — which erases more of your own escape routes — while a tight one preserves ground but bleeds speed you might need for a shove. Reading that trade-off round by round is where the skill lives.
The physics engine does real work rather than decorating the collisions. Cars have weight, impacts transfer momentum, and an opponent hit at the right angle travels much further than one hit head-on. Combined with the shrinking floor, this produces rounds with a clear arc: an open early phase where everyone has room, a mid-phase where the erased trails start funnelling cars together, and an endgame played on a scrap of tiles where one clean bump decides everything.
The game reached LemonArcade through Famobi, the Cologne-based HTML5 publisher whose catalogue also runs on Playhop, and it exists as a mobile app as well. It carries Driving and Multiplayer as categories: Driving because throttle, traction and angle are what you are actually managing, Multiplayer because every round is a shared arena where rival cars are the obstacle, the threat and the target all at once.