Racing Dash 2D – Solo Game Built in Godot 4.4 | Multi-Platform Release (iOS, Android, PC, Pi)

Racing Dash 2D is a fast-paced, arcade-style top-down racer developed entirely solo using Godot 4.4.
Originally a high school group project, it was rebuilt from the ground up and released across multiple platforms including iOS, Android, Windows, macOS, Linux, and even Raspberry Pi 5.

Key features:

Built with Forward+ ( Appropriately falls back to Mobile if needed. Supports Metal Renderer on Apple Devices, eg. iPhone, Mac )

Full offline support, no ads or microtransactions

Upgrade system, in-game currency, and vehicle unlocks

Responsive touch, keyboard, and controller support

Optimized for mobile and low-end hardware

Version 2.0.0 includes a completely reworked movement system, upgraded shop UI, and new upgrade logic.

It’s live now on the App Store, itch.io, and more.

Would love any feedback from fellow Godot devs—especially around performance and design.

You can get Racing Dash 2D below:

itch: Racing Dash 2D by WLHQ

Apple AppStore: ‎Racing Dash 2D on the App Store

Amazon AppStore: Racing Dash 2D - App on Amazon Appstore

Google Play Store: Coming Soon, Work In Progress. Testers are needed! If you’re willing to help test for a playstore release, please let me know.

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I’m still here. A maintenance update will be coming in the future at a later date for Racing Dash 2D.

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Very Nice! The title from the game while the game is loading is very simple. On this laptop that is very old does not run give an error of “webgl context is lost”. Nice work!

Thanks for the feedback! That “WebGL context is lost” error usually only happens on browser/HTML5 versions, especially on older laptops or devices with limited graphics. Even though the export falls back to a compatible renderer, some older GPUs or browsers can still run out of memory or lose the rendering context. If you try the native version on Windows, macOS, iOS, Android, or Raspberry Pi, you shouldn’t see this error.

Out of curiosity, do you mind sharing the specs and model of your machine? It helps me understand these edge cases better.

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it’s a samsung ativ book 2 bought in 2013
I don’t know if this information is that you want

Yeah, that pretty much explains it. The GPU in that device doesn’t have strong WebGL support, and running it through a browser makes things even worse, so it’s extremely constrained. If you’re comfortable trying the native versions, I’d love to hear how that experience goes. I completely understand if you prefer to stick with the browser exports due to trust or other concerns, it’s totally fine either way.

I have tried App Store link but it shown not available in my country :united_kingdom:

I apologize for that. I’ll make sure that it’s available in the UK if I’m correct on my judgement from the flag that is in your message. I’ll be able to add it from the dashboard today but this may take a full 24 hours to reflect my changes. I will reply back with confirmation of making the changes in the dashboard. :hammer_and_wrench:

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Made my move on that part. Waiting for Apple to Process to make Racing Dash 2D available in the United Kingdom. 24 hours starts now from this reply.

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I have tested it , cool game , nice music :musical_note:

  • one thing which in my opinion could be revamped is arrows for acceleration and reverse , in the map arrows points opposite direction
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Appreciate the feedback! Glad you enjoyed the music. I’ll definitely take another look into the acceleration and deceleration icons so the distinction is more clear.

Looks interesting!

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is it supports multitouch ?
Occasionally I noticed its won’t pickup accelerate and turn left or right

The game supports multi-touch input. You should be able to accelerate and steer at the same time. Let me know if you continue to have issues.

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So I figure out two bugs or maybe purpose restrictions:

  • when you press up arrow and boost and release arrow and only leave boost it stop moving .
  • Other cars when hit from side can be used as moving_platform ( you attach to them and move on side of them , it worked easily on level two with this crab car )

Thanks for continuing to test out different aspects of the game. The boost button on mobile specifically includes acceleration so it keeps gameplay smooth with using 2 fingers for input. This avoids having to press both of those buttons at the same time. I will note this in how to play on the main menu.

Now regarding the moving platform effect, that’s not an actual mechanic. It does seem like you have encountered a side effect of collision physics. That alone gave the illusion of moving with other vehicles, like with the crab that you mentioned on level 2.

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Just a quick update:

As you may have guessed from my earlier replies, a new update for Racing Dash 2D is nearly ready for prime time. I’m currently holding off until Godot 4.5 stable releases, since a few engine issues outside my control still affect certain platforms. Once that’s out and I can verify everything is working properly, I’ll roll out the update to all platforms at once.

Thanks again for the feedback and for spending your time playing Racing Dash 2D, it means a lot to me.

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Progress Update
I’ve been testing on Godot 4.5 Beta 5 for a while, and today I moved over to 4.5 Beta 6. The iOS screen orientation bug has now been resolved, which is great news.

During testing I also came across a very welcome surprise: Racing Dash 2D now runs at a buttery-smooth 60 FPS on Fire TV when using the compatibility renderer. Previously, Fire TV builds never performed particularly well, so this was unexpected to see.

This gives me more confidence moving forward, if I decide to officially support Fire TV in the future, I won’t have to worry nearly as much about performance on that platform.

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I have experienced it in my game and GDQuest sample , it can be turned off by unticking floor layers

  • For anyone else that encounters mobs sticking to the player when they collide from above, be sure to disable all moving platform layers of the CharacterBody2D nodes. In the Inspector panel of the CharacterBody2D nodes for both the player and mob, expand CharacterBody2D > Moving Platform and disable all layers in `Floor Layers*
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Interesting find, I’ll have to look into it to see if that’s the case on my end. Thanks!

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