Big Update and Future of 1-bit racers


Hi,

After hearing quite a lot (at least for me) of feedback and talking with my friend who loves racing games I added grass as another tile in the game. At the beginning i wanted to make the game challenging and very punishing with hard narrow tracks and big punishment for hitting the wall.  After just few days I heard basically from everyone how unpleasant experience that is and that the car actually should bounce from the wall... but in my opinion it would really disrupt the game's hardness... It's worth noting that I wanted this game to feel 100% arcade not realistic, but for me if the game is not hard at all, I have no pleasure in playing it. Though I might have tightened the screw a bit too much. 
Here comes grass tile, which is placed in normal tracks to let people make mistakes. It slows You a lot to avoid cutting tracks to much, so that You really don't want to touch it, but if You touch it it doesn't feel nowhere near as bad as hitting the wall does. There are still some walls in tracks and hitting them still hurts, but... for me it's explainable especially with this much grass tiles everywhere.

The other thing are time challenges with no grass at all. I want to leave some place for psycho masochists like me to struggle and get annoyed as much as possible by one single wall that You are trying to avoid for 15th time. 

Thus the separation for time attack and time challenges, which really ARE challenges. As opposed to other modes, challenge is challenging not a pleasant experience.

I also added back the drift that was incorporated as a trial thing in test track (which now consists almost only grass since it should be a learning area) as a seperate mode. It simply adds points whenever Your traction is small and You are turning (literally pressing A/D or arrows), but also gives You a small amount of time to change directions of "drift" or that will let You make small mistakes (other than hitting walls obviously) to show You Your longest drift - it also scales with it's length, the longer You are drifting the more points You get, the faster You are driving the more points as well.

In the meantime from previous devlog I also put in some small UI changes as well as system for saving high scores (it doesn't save between sessions just yet - but it's prepared. I'm doing my research on how to do it more efficiently than I've done it in previous projects).
Also changed the hot dog car (the one that never gets to stick to the track - typical fun car) to a forklift which also makes more sense and looks better I guess. (it was also my friend's request)

Now the only things left to do is balance cars a bit, add an AI that You could race against and prepare more tracks for each mode.
Also settings/credits and all that stuff....
If I missed anything feel free to yell at me aaand thanks for reading, please check out the game, leave some feedback.

In the end I believe I really would want to make this game have leaderboards for all those challenges even if it will have like 15 players (which I hope will not (I mean more players would be better)) - so I'm still thinking on putting it on steam for a REALLY low price someday - just for sake of leaderboards and achievements. The game would still be left completely free here on itch.

PS. I might also want to learn how to add translations to the game, especially that I am a languages enthusiast and even if it's useless in small projects I still want to be able to practice the languages I know in this way :)) As well as I'm really striving for creating a cool language learning game to make some people realize how cool learning languages can be.

The game for now is only  playable on PC in web, please let me know if You find any bugs or things that should be changes starting from AI to things like single tiles on tracks, I'm happy to make the game better and better since I might be still working on it for quite long!



https://mayzavan.itch.io/6-indy500  <--- game

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