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Sour Tin Racing's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1199 | 3.960 | 3.960 |
| Audio | #1605 | 3.400 | 3.400 |
| Creativity | #2579 | 3.680 | 3.680 |
| Narrative | #2932 | 2.800 | 2.800 |
| Enjoyment | #2962 | 3.280 | 3.280 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Players push their luck while boosting with with a hidden countdown. If they miscount, they explode!
(Optional) Please credit all assets you've used
All art assets were made by me in PICO-8's editor.
All SFX & music assets were kindly provided by my brother and were also made directly in PICO-8.
(Optional) What would you like to be called if GMTK features your game?
"Luke" or "Luke Humphrey"
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Comments
Super fun, counting down how long you have on the nitro builds good tension! Funny to see a similar system used in both our games!
Great game Well done
Please rate my game Flip it
I couldn’t quite get the hang of the mechanics, but I really liked the art. The game genuinely feels like a classic.
awh i absolutely love it! the way it plays is so cute! i'd love to set up this game on a mini arcade cabinet it would be so cool
Simple but engaging, took me a few tries to get the hang of it. The background and artwork is beautiful. Great little game!
i dont get exactly how you play it. Are you supposed to change gears? When? I'm not a driver so I maybe am a little more clueless. I got all the way down to 0.5 seconds of nitro snd still didn't manage to beat the other guy for some reason. Can you me which posting a gameplay vid on the "progression" Tab on discord? I'm admin-brahma there. I'll rate it after you send me the gameplay cause rn, I'm clueless good art style and music but I maybe just a bot at the core gameplay :D
Thanks for the comment! Glad you like the art and music and agree that teaching the player how to play is a priority for future development.
I have a confession: I've never driven a car in my life, not even a lesson! Does that mean writing the code for car physics for the entire first day of the jam was a crazy idea? ...yeah, probably! 😅
Anyway, for now here's some tips: in order to win the race, you need to make it further than the rival on the same fuel tank + one nitro boost.If you just go straight for the boost, even if you time it well, you won't make it further because you didn't get any distance out of your regular fuel tank. In order to change gears in that initial section, you need to accelerate to a certain speed before switching up a gear or the engine will stall (it plays a sort of grinding sound effect and you slow down), but in order to hit your max speed you need to shift up the gears.
To start with, try holding accelerate until your speed stops climbing and the needle on the RPM counter (big gauge) is in the red zone, then press UP to shift to the next gear, and repeat that until you hit 5th gear. Don't start your boost until you're almost completely out of fuel (small gauge). Then, to improve, you can try to time it so that you switch gear before hitting the max to make the absolute most of your limited fuel.
Perfect gameplay would be:
1. Switching through your gears efficiently to get to gear #5 ASAP without stalling.
2. Using you full tank of fuel, with the nitro boost starting as soon as it hits empty but before you come to a stop.
3. Timing the boost well down to the last possible moment.
Note that the power of each boost scales inversely with the random timer you get assigned. A short boost time will be faster to make up for it, so in principle it's not too RNG-dependent (in practice, I'd like to test this some more and see how in plays out.)
For this jam version, I set the rival a set behaviour to play decently well but not perfectly, so it should be winnable once players roughly figure out how to play, even if they don't perfect it.
I'm not sure what you mean about sharing the video, because the "share-your-progress" channel is locked, but I hope this helps you (and anyone else feeling stuck) get a victory! ⭐ Good luck! 💛
Aha! Got it! Awesome! I won. This time :D
After figuring it out, it feels like a 10/10 game to me. Lemme rate it.
I love pico 8 game, pulling of the paralx in pico must have been difficult, it has a uniqe look. The pixels are wobbly and looks like its in the distance. Apart from the nice visuals the gameplay is fun too, i struggled a bit understanding but it became clear once I acctually read the tutorial, happy to see other pico games :)
Thanks for the comment! The trick with this one is that most of the visuals are actually written in code rather than sprites or spritemaps. So each parallax layer is vertical lines drawn each frame with the height given by a wave function which is re-evaluated every frame based on the distance of the "camera". Not gonna lie, it took a good chunk of the second day to figure it all out but I can see myself using this technique a lot so it's time well spent.
I learned that devs love to use "Perlin noise" for this kind of thing, but I think it's a bit much for the PICO-8 processing limits (maybe it would be fine here in 1D, didn't try). This cart literally just uses two sine waves: a low-amplitude, high-frequency "ruggedness" function on top of a low-frequency, high-amplitude function (for the overall mountain shape). Then each layer just uses slightly different amplitude and frequency values to feel visually distinct and of course a different scroll speed to help sell the illusion of depth.
I'm glad you noticed the wobbly pixels on the most distant layer! For that, I just forced everything to use half the effective resolution by halving, rounding, and then doubling again (so the height always jumps 2 pixels at a time). Basically, lower res = "blurry" = "further away"; it's crazy what we can trick our brains into believing from such simple images! I should have done something similar for the x-axis, but I guess I got sidetracked.
What a detailed explenation, thanks! Impressive details that most people probably only notice if they really look for it. But these little details set the professional and the beginners apart. If i am honest i would habe slapped a repeating sprite and called it a day! And the blurry trick was a unknown technique to me, thanks for explaining!
Those are really good ideas! Sometimes the “simpler” computations make the best effects! Definitely gonna steal those tricks ;)
Really cool game i like it!!
I do enjoy those retro aesthetics!
Surprisingly enjoyable! Took a few tries to get it but once I did I left the other guy in the dust. Pretty satisfying, lovely retro style, short simple and sweet. Congrats on your first jam entry! It’s a very well put together experience. Would be cool to see it expanded upon :)
Once I figured out the controls I had a blast! Going super fast was a lot of fun. Very impressive PICO-8 game.
I enjoyed the game! The artwork is really nice and so is the music, great job!
It is sooo nice, it have vibes of Redline anime movie but with lo-fi style.
Personally I would like to have indicator when to shift up and some kinda of Highscore how many KM/Miles I did.
Good job!
Thanks for the comments and suggestions. Redline is (unashamedly) the main inspo! I rewatched the nitro boost scene like 10x to prepare and absorb the vibes. The other inspo (though not so obvious in this early version) is a game called "Rock and Roll Racing" for the Mega Drive.
Very lovely visuals! I really like how satisfying the shifting is once you get the hang of it!
Thanks, that's great to hear! Glad the shifting still feels satisfying even though I didn't get time to put as much juice into it as I planned. ☺️
Incredibly lovely visuals and audio!! Confused about the mechanics initially but very quickly understood and won on my second play! Very simple gameplay yet surprisingly nuanced and fun. I would love to see a higher difficulty because once I understood how it works I could win every time. This game excels in simplicity and the execution is nearly perfect.
Thanks for the comment! 💛 Request for higher difficulty noted. 🫡
If I do take the game further, I'm hoping to add a series of races of increasing difficulty, maybe with a playable tutorial to kick things off. I think even a short 5-10 minute "career mode" like that could give some nice structure to the player's learning curve and then wrap up before overstaying. I'd be tempted to add something like upgrades between races, but it's a good point that the simplicity is a feature so perhaps I should avoid adding too much.
Very cute concept! I just love the asthetics of pico 8 games! Had a bit of trouble understanding the right timing for actions but it was still fun.
Thanks! PICO-8 is a lot of fun to work with with all the constraints. I'm a little obsessed with it for now... even if the debugging part is very manual 😅
Neat little concept! It took a few attempts but i eventually came to understand how it works and managed to win! I dont entirely understand what the different gears since my current understanding is that the whole minigame is decided by how close you are to timing the boost correctly.
Thanks for the comment! Yes, you're right that the boost is the core concept - and since that's the part that hits the "countdown" theme it was the priority to get right during the jam. The gear shifting section is only relevant before the boost starts; the idea is that you want to efficiently shift up to high gear as soon as possible for the launch.
In this version, it's a distance race rather than a time race, so you ideally want to use your full tank of fuel before the boost to maximise your total distance travelled. I think the obvious next step for that system would be to lock out the nitro boost until you reach a certain speed (say, 200 mph) since that would justify needing to climb the gears before the boost.
An idea for that section was to require the player to release the acceleration and move the stick manually (so ⬆️➡️➡️➡️⬆️ to go from 2nd to 3rd, for example) which would add a little more dexterity play it, but I didn't manage to implement that for the deadline. For future versions, I'd also like to experiment with things like hills or rough terrain that would require you to lower your gear temporarily, which would give a lot more interactivity to that initial section.
Of course, after adding all that, the real challenge will be balancing things so that one aspect (like timing the boost well) doesn't just become the only factor that matters! It's a tricky one!
Its hard to master and kinda get control scheme. Maybe slower car first or some interactive tutorial would help a lot. But the pixel art is absolutelly BEAUTIFULL. I love the scrolling background, and all other sprites are so pretty to look at. Music is also neat for a short game.
Thank you for my first comment ✨
I completely agree with your suggestions, nothing beats a playable tutorial! It will be a priority if I continue to develop the game.
Will gladly check it out! Cause arstyle is really great here