Ever played Hill Climb Racing and thought "what if I could shrink and grow my wheels on command?" That's exactly what this is. You're controlling a yellow car across bumpy, physics-heavy tracks, constantly adjusting wheel size to squeeze under obstacles, climb over barriers, and launch off ramps. The goal is simple: reach the finish line without flipping over or getting stuck. It's pure arcade reflexes with a twist—size really does matter here.
The concept is dead simple, but nailing the timing? That's the challenge.
You control everything with a single slider on the left side of the screen. Drag it down for small wheels (you'll zoom forward like a rocket), drag it up for massive wheels (you'll slow down but climb over tall obstacles like they're nothing). The car automatically accelerates—you're just managing the size. On desktop, it's mouse-controlled; on mobile, just swipe the slider with your thumb.
Every track is a puzzle of timing. See a low ceiling? Shrink those wheels fast or you'll smash into it and lose momentum. Spot a tall ramp or barrier? Max out the wheel size to roll right over it. The physics can get wild—if your car tilts too much, big wheels actually help stabilize it and flip you back upright. Got stuck on a ledge? Rapidly toggle wheel size to "bounce" yourself free. Some levels require you to build speed on flat sections, then hit obstacles hard to knock them aside.
Each track ends with a ramp. You launch off it, and the farther you fly, the more coins you collect from numbered platforms (I saw markers like "10" on landing zones). Between runs, spend those coins on the acceleration upgrade. Higher acceleration means bigger jumps, which means more coins, which feeds back into more upgrades. It's a classic progression loop.
This is aimed squarely at casual players and younger kids who want quick, bite-sized challenges. If you've got 5-10 minutes to kill on the bus or during a break, it fits perfectly. The mechanics are easy to grasp—literally one slider—but some later levels demand genuine precision timing. No blood, no violence, just goofy physics and frustrating (in a good way) obstacle courses. Not recommended for hardcore racing fans expecting realistic handling or deep strategy.
It feels like a mobile hyper-casual game stretched into 3D. The visuals are bare-bones: flat colors, hard shadows, low-poly everything. The yellow car looks like it was built from basic geometric shapes in under an hour. The pixelated clouds in the sky clash hard with the smooth vector-style track, and there's noticeable aliasing on the particle trails. Honestly, it screams "budget indie project." The audio is minimal—I didn't notice any standout music or sound effects, just basic engine noises. The pace is relaxed until you hit a tough obstacle, then it spikes into frantic slider-dragging chaos. It's not pretty, but the physics hook keeps you retrying levels.
Your progress saves automatically in the browser cache—just don't clear your history or you'll lose your coin stash and upgrades. Performance-wise, this is lightweight stuff. The simple graphics mean it runs smoothly even on older hardware or mid-range phones. I didn't experience any lag or stuttering, which is crucial for a reaction-based game like this. Load times between levels are near-instant.
A decent time-waster with one clever mechanic, held back by its bare-bones presentation.
Responsive enough for the job. The slider feels precise on both platforms.
Developed by Vitaly Kolomoytsev under Eva Games and released on November 7, 2025. It's a solo indie effort, which explains the rough-around-the-edges presentation.