1-Bit Racers
Github
20 Games Challenge
W / arrow up - throttle
S / arrow down - brake
AD / arrow left right - steering
Spacebar - theoretically handbrake practically a drift button
P or ` or \ or backspace- go back to main menu
R - reload map
GameDesign/Programming/Art: Mayzavan
Music: (discord) Wifoniarz/Wifon#7293
Updated | 24 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Mayzavan |
Genre | Racing |
Made with | Godot, Aseprite, Bfxr |
Tags | 1-bit, 20_games_challenge, 2D, Arcade, Godot, High Score, Pixel Art, Retro, Top-Down |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard |
Development log
- AI added24 days ago
- 1-bit Racers mostly UI changes26 days ago
- 1 bit racers - saving score, car steering29 days ago
- Big Update and Future of 1-bit racers34 days ago
- 1-bit retro styled top down arcade racing game37 days ago
Comments
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Very nice! Tracks are diverse and fun to drive on AI mode could use some more work so it functions like a race and idk if it was intentional but the soundtrack cut off and only drift mode's music was working for me but the game was honestly very fun. Also loved the artstyle.
Hi thanks a lot for playing and a nice comment:)
I honestly stopped the challenge in here because I just wanted to add an AI as a last thing, but working more on UI and setting up a laps etc wouldn't teach me anything new sooo I want to go to the another game, especially that I covered most of stretch goals (also other goals that I made up for myself). Music is only done for Menu and Drift and I'm letting my friend work on audio since he wants to practice and learn as well:)
Thanks a lot for the artstyle comment as well I started learning to draw alongside with programming:)
Simple but challenging. I like playing around on the time attack and free ride mode but the time challenge mode is not for me.
Controls are very easy to pick up even for those who are new to racing games. The tutorial is well made. Tracks have enough distinction between smooth rocks and gravel.
A suggestion I have for the game is to have a visible display of the car's current speed. Another suggestion I have is to slightly tune down the gravel's speed dampening effect. This way, cars can cut corners and save time by drifting on the gravel.
Very nice! Reminded me of a cross between the old Atari Indy 500 and Ivan “Ironman” Stewart’s Super Off Road.
thanks a lot for playing and comment :))
where the hot dog?
no hot dog :(
You left such thoughtful feedback, so I'll try to return the favor: the drifting feels nice, and the particle effects give flavor to the driving. Handling-wise my favourite car was the one that drifted automatically, it had a good balance of speed and turning. It's great that there are so many different cars with different properties.
Nice minimalist artstyle. The grass tiles are a good midtone between the two main colors, and this added variation makes the tracks with grass more pleasing to look at than the ones without. If you feel like the tracks need more visual variation, I think that midtone is the way to go.
My main criticism was going to be how the black walls destroy all momentum, but I can see from your devlog that this is very intentional. If the black wall basically means reload the map (since reversing kills your time anyway), you could go all in on the masochism and just kill the player if they hit the wall: explosion -> instant restart -> try again. Maybe changes the nature of the game a bit too much though :D
In general the wall already got a lot of changes - I would appreciate if You could try giving it some deeper look. Depending on the angle that You drive in it the outcome will be different. Straight into the wall You will be bounced back so You don't have to reverse. If You hit it with the back of Your car or slightly to the side as an accident while drifting for example, You will only lose speed. The only time it really nukes You is when You hit it from the slight angle from the front. I am still thinking on how to make it work, but for now it seemed fair for me. Yet it still might be a subject to change.
Thanks a lot for feedback, the more I know, the less impactful the wall needs to be hahaha
Also I don't feel like I want to force reset on hitting the wall - time challenges would be 100% omitted if that was the case :")
Maybe the jarring effect of the total stop is pronounced, because at least to me, scraping the car's front corner to a wall in a shallow angle is by far the most common way to hit a wall (for example when understeering in a corner) and it also happens to be something you mentioned you're still working on.
At least to me, the expected result of scraping the front corner in a shallow angle would be that the car would bounce back with reduced speed, allowing me to keep accelerating and start thinking about the next corner. I would shrug it off and think, "oh well, that's going to make my time a bit worse, but I can't wallow in it, since the next corner is already coming up". I would still be engaged with the action. Now if the car even slightly brushes a wall, the flow stops, and my attention shifts from the fun stuff to my mistake, and I have to slowly get the car going again.
But these were just my thoughts on the importance of the "flow". The important thing is that you get it to a point where YOU'RE happy with it. Hope this was of some help anyway :P
That's reasonable, that might have changed my mind :)
I'll work on changing it
thats corrected in the newest devlog now :))) I think it feels better as You said thanks a lot
Yes, I also think it feels more pleasant now! And the difficulty hasn't really changed. Nice!
where the hot dog?!
pls stop:((
cool