SvitsGames

Edgy Fox

A fox runs the edge of the screen on its own. Tap to jump the boars skimming along your wall, hold to stop for the ones diving at your spot.

Updated arcade / dodge / HTML5

Screenshot from Edgy Fox

Edgy Fox is an endless arcade dodge game that runs in any browser. The fox runs the inside edge of the screen by itself, while boars, deer and hares cross the field in the middle. You never steer — you only jump or stop — and your score is laps.

What you do

Two verbs, and the threat’s angle tells you which one. A boar skimming along your wall is cleared by jumping: the jump lifts the fox inward and the boar passes underneath. A boar diving at your spot is dodged by stopping, so you are not where it lands.

Tap to jump and press-and-hold to stop on touch. With a mouse, left click jumps and holding the right button stops; on a keyboard, Shift or Up jumps and holding Space or Down stops. A gamepad works too, and you can switch inputs mid-run.

Stopping is always safe in the moment, and it scores nothing — a fox standing still banks no laps. Every threat is built so that a fox which stops the instant it appears is never hit; the pressure to keep moving is the score, sharpened by a speed ramp of 1.5% a lap, capped at 1.6×.

The shape of a run

A run moves through four seasons — spring, summer, autumn, winter — each with its own palette and its own cast. Hares run the rail ahead of you, grouse dive where a running fox is about to be, and from autumn deer stampede across the box in lanes. Ten laps into each season a boss arrives: a Great Deer, a Big Bull, a Giant Turkey and a Woolly Giant. You beat it by running over the glowing stretches of rail, or outlast it.

Beating winter’s boss completes a year, and every year after the first brings one twist in turn: more fruit thrown, a dark floor with a light riding on the fox, stampedes every season. Beating a year also opens Boss Rush, the four bosses back to back against the clock, and Zen, a calm timed mode.

How it’s built

Phaser 4.1.0, TypeScript and Vite, with the code at 486 kB gzipped, Phaser included. The whole game lives on one screen’s perimeter, so it fits any shape of window — from a 9:20 portrait phone to a 21:9 monitor — without letterboxing.

A game that re-fits to every window meets the traps the devlog covers: why Scale.RESIZE can’t use device pixels, what the canvas does mid-rotation, and the base traps in a Vite build served from a subpath.