No, thank you! If you get the chance please rate it. Ta.
Stevie G
Creator of
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The strategy menu is player specific, the others are generic and controlled by player 1 so it makes sense to me. Never a problem when we play multiplayer, especially when you know it auto cycles.
Sure it would be easy to add random or selectable weather in Quickrace but I didn't. I might revisit but no plans at the moment.
Cheers for the feedback.
Auto cycling for strategy etc was deliberate as it stays with the one button theme once you've set up the rounds. Not sure what could be done differently but maybe don't press the button when thinking about your strategy. 😀 Also, you can restart a race to redo the strategy if required.
I think Quickrace has no weather, laps, strategy settings to reduce the menus required. Makes it quicker to start a race.
I don't think the newer tracks were ever tested for bambi on ice. Even if you explode without finishing you'll still get points I'm sure. If I was even to revisit it'd probably be easiest to just exclude all tracks with ramps.
Strangely, my latest project 'Gass Gladiators is along the same lines with one button racing but more rally style with retro low res wasteland/mad max aesthetic. Theres more variation in track composition and less off track restriction too as not tile based. Also has pickups and dynamic weather. Good fun and still 100% focused on timing. I'll post a shot at some point and if you fancy giving it a try when I get to alpha shoot me an email.
In order to complete the Training you needed to blow up the oil drum, the same applies to all other Stages. I'll probably have them flash intermittently if they are the outstanding objective to remind you. As for NPCs they are meant to get in the way. You don't need to keep them alive to complete a Stage but it will impact your ranking, which might impact the ending.
https://stevieg.itch.io/wuhan-gang
It's a Pixel Art, Retro, Platformer. Part Puzzle, lots Shooter, all on a single screen. Lots of blood and gore if that's your thing :)
Zoomed in shot below.

Made in 2.5 months for a competition. Feedback, playthoughs and bug reports very welcome!
Are you using the itch app? I don't think it works on that.
It may be something to do with the default screen res - which is 1280x800 if your system allows. Can you try editing the Data/Options file and changing the FULLSCREEN flag to either 0 (scale-able window) or 2 (normal window). If an ini file wasn't created let me know via stevie@steviegoodwin.plus.com and I'll send you one to try.
Cheers
Stevie
Nice Video - keep em coming! Did you complete all the challenges or just go for the cheat to unlock the party games?
In Hoverball, when someone picks the ball up it's shielded so can't be stolen for a couple of seconds.
The gray score at the side of the leaderboard score is basically a percentage of the overall points scored which each player got. Something to separate most of the ties.
Yes. It's a Windows only game and it should work with any controller. Never got around to including joypad configuration but you can change the accelerate and pause buttons by editing the following fields in the "Data/Options.ini" file ..
Turning will be with the d-pad or left analog.
[PLAYER 1]
JOY_ACCEL0 = 1
JOY_PAUSE0 = 2
[PLAYER 2]
JOY_ACCEL1 = 1
JOY_PAUSE1 = 2
Thanks for the recording, I know what the issue is and it's a simple fix. In Zoned Out to determine death a check is made on distance traveled (track sections) between the car and the leading car. If a car goes through the pit lane it travels for 2 extra track sections so will only die when the zone is 2 track sections ahead. For Zoned Out I just don't add to distance traveled if a car is in the sections immediately before or after the pit lane building.
I'll get a new build compiled once I've had a chance to revisit the AI. Thanks again for spotting and more importantly getting a recording of it :)
Looks like you may have found a bug if the CPU is forced to go through the pit lane - cheers. Will look into this and sort in a future build - may be hard to replicate right enough.
Also, in Monsoon conditions, going through a tornado knocks you off course randomly which explains why you swerved @ 5:25 and why Blue was naff in the cat and mouse.
I get the impression you are no longer challenged by the AI. You seem to be racing in wet conditions most of the time and I think the AI is probably a little bit too cautious. I'm sure it can be improved so will look into this also.
Cheers
Stevie
I have my own level editor but it would not be worth the effort to incorporate into the game I'm afraid. I have been building new ones regularly to play with friends so have about 200 tracks now. I haven't added any of the new ones to the download. Maybe at some stage in the future if there's enough interest.
Thanks man.
It was done for a competition. It won :)
I have been adding some things to it as I didn't have time to add them before the deadline and always like to complete my original vision. Ramps to jump and gates which open and close for short-cuts have now been added to some tracks. The biggest improvement is with the AI - it now gives you a better race and adapts to your own performance. I've also added 4 more tracks.
Some screenshots ..


Hopefully have a new upload over the weekend. I don't plan on expanding it any further but might do this type of game again in the future.









