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FangDash
Gameplay
How it scales

Difficulty Tiers

FangDash ramps difficulty across five tiers as you run — speed, spawn rate, gravity, and obstacle mix all scale by distance from Easy to Nightmare

TL;DR — 5 difficulty tiers, each unlocked by the distance you reach. Speed climbs from 300 px/s (Easy) toward 800 px/s (Nightmare), obstacles spawn faster, and jumps get heavier.

FangDash uses a progressive difficulty system. You always start easy, and the game ramps up automatically the further your wolf runs — there is no difficulty picker.

Difficulty tiers

Your current tier is chosen by the distance you have reached in the run. Each tier scales speed, spawn frequency, gravity, and which obstacles can appear.

DistanceTierColorSpeed ×Spawn ×Gravity ×Max on screenObstacle types
0mEasyGreen1.0×1.0×1.0×2rock, log, bush
500mMediumYellow1.3×1.2×1.0×3rock, log, bush, spike
1,500mHardOrange1.6×1.5×1.1×3rock, log, bush, spike
3,000mInsaneRed2.0×1.8×1.15×4rock, bush, spike
5,000m+NightmarePurple2.5×2.2×1.2×5bush, spike

Base speed is 300 px/s. The speed multiplier scales your run speed up from there — at Nightmare it targets 750 px/s, and the engine caps top speed at 800 px/s no matter how far you go.

What changes as you climb

  • Speed increases — your wolf runs faster, cutting your reaction time on every obstacle.
  • Gaps narrow — the spawn multiplier tightens the space between obstacles.
  • Gravity increases — higher tiers apply a gravity multiplier, so your jumps arc lower and land sooner.
  • More obstacles on screen — the simultaneous cap grows from 2 (Easy) to 5 (Nightmare).
  • Obstacle mix shifts — gentler obstacles like the log drop out at the top tiers, leaving only bush and spike at Nightmare.

Difficulty and your score

Every score is saved with the tier you reached. The leaderboard lets you filter by difficulty, so your Nightmare runs are ranked against other Nightmare runs — not against someone who never left Easy.

Scoring itself stays the same across tiers: 10 points per second survived plus 50 points per obstacle cleared. See scoring for the full breakdown.

Tips for high scores

  • The first 500 meters are close to free points. Don't take unnecessary risks before Medium unlocks.
  • Medium is where most players start to struggle — practice reading the tighter gaps here.
  • At Insane and above, every jump has to be precise. Learn the patterns and use your double jump deliberately.

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