Desktop: → / D = gas, ← / A = brake. Same keys tilt your car in mid-air — hold gas to lean back, brake to lean forward, and stick the landing. Crash and you restart instantly, no penalty.
Doodle Stunts is a physics-based stunt racer split into two real modes, not just a single track with a level-select screen. Race mode has five designed tracks -- First Gear, Ramp Rookie, Air Time, Loop Intro, and Grand Finale -- each built from a sequence of flats, ramps, hills, and gaps, with its own gold, silver, and bronze time to chase. The physics genuinely matter here: momentum and throttle control decide whether you land a jump clean or land it badly enough to lose your speed.
Build mode is what makes it different from RivalPit's other racers: instead of only racing tracks someone else designed, you piece together your own stunt course from the same ramp, hill, gap, and loop elements the official tracks use, then race whatever you build. That means the content genuinely doesn't run out the way a fixed track list does -- there's always one more layout to try.
Don't hit ramps at full throttle by default -- carrying too much speed into a jump often sends you further than the landing can absorb cleanly, while backing off slightly before the ramp and re-accelerating in the air can land you flatter and faster overall. In Build mode, test a new track section by section rather than building the whole thing blind; a gap or loop that looks fine in the editor can play very differently once you're actually carrying speed into it.
There are five designed tracks in Race mode -- First Gear, Ramp Rookie, Air Time, Loop Intro, and Grand Finale -- each with its own gold, silver, and bronze time to beat, plus Build mode for tracks you design yourself.
Build mode lets you construct your own stunt track from the same pieces (flats, ramps, hills, gaps) used in the official tracks, then race what you've built -- so you're not limited to only the five pre-made courses.
Landing matters a lot -- this is a physics-based racer, so how cleanly you land a jump affects your speed coming out of it, which means a fast approach can still cost you time if the landing is rough.