Hi all! I don’t want to take up too much of your time with this update as I’m sure you’ve all got some last minute Turbo-Man holiday shopping to do! So just a quick one 🙂
I’ve just uploaded a new build featuring Carol from Freedom Planet as a racer (literally just now) to Steam (OUYA version coming very soon), and I’ve just uploaded this sweet promo clip for her to youtube too:
How nice is that? It took quite a while to recreate the whole scene in 3d animation software, but I think it was worth it – I love when she starts her bike in the opening scenes =)
But wait, there’s more! Another kickstarter funded character unlocked today too! Moonman by Ben Porter has wandered down into the pit-lane to become a Super Indie Karts racer!
Moonman is a project that I also backed on kickstarter, I really like the game which features amazing artwork and I love the character, so I’m pretty excited to see that he’s joined the SIK roster!
I recently attempted to recreate the character roster using the restrictions of the pico-8 (a fantasy console invented by lexaloffle). The characters had to be 8×8 pixels in size, and use only the 16 colour pico-8 palette.
It was pretty tricky, and some definitely turned out better than others, but I was pretty happy with it and it was a good challenge for a lunch time. It’s school holidays right now and I managed to rope my son into it too, and he made the Lea and Clive ones which are much better than the two I had made for them. I might use these as icons in part of the game later, or on achievement icons.
Starr Mazer Holiday Fan Art Contest
This is unrelated to Super Indie Karts, but it’s nice to end on a Holiday note.. I was up too late one night working on some code fixes when I decided to enter a last minute 3am entry into the Holiday Fan Art Contest thrown by the friendly crew at Starr Mazer TV.
Strangely enough I won the top prize based on the technicality that all of the other entries somehow forgot to include the Holiday theme..! 😀
upgraded Amsterdam‘s almost 2yr old track with nice new trees, repainted the whole track texture, and added 3d walls, bringing it up to date and in-line with the newer tracks released more recently
added some Dynamic Friction to the kart’s physics – making it feel way less slippy, and more hefty. You might find the kart a bit clunkier now but this is something that will later be configurable with player editable kart stats
added great new battle arena, Quad Blox Arena! – (had a lot of fun in this one!)
added 3d walls to the Paris,Uluru, Colorado tracks
added some official Toto Temple Deluxe music to its race
added voices for Runbow‘s Hue & Val
fixed steering bug where turning left was 10% faster than turning right! How long has this been going on??
fixed broken mirror mode in Loch Lomond’s race
90% fixed ramp walls stopping you if you accidentally hopped onto the ramp (seriously stop hopping into ramps.. :D)
made some more joypad vibration fixes
fixed a bug where your position displayed in the bottom corner would change after finishing a race!
Can you believe it? Super Indie Karts is 1 year old this month! That’s one year since it was funded on KickStarter! 🙂
It’s been a long road, and even longer than a year in reality. It’s around 2 years since the project Super World Karts began. But even further back than that was the grandfather project of Super Indie Karts, Billabong Racers (a game written in Windows DOS based game creator DIV) which was so long ago I wasn’t entirely sure of when it was, but the file properties time stamp of the kart render says Sept 2001. 14 years ago! Yikes.. that’s a long dev-cycle! 😀
Like you’re looking at a photo of someone wearing their jeans backwards while sporting a bad ’90s haircut, check out these embarrassing shots of those early days:
Despite being really rough around the edges, and playing like a lawn mower simulator, you can see some things that haven’t changed very much! There were mushrooms to collect, and that track map there coincidentally looks a lot like a 90° rotated Read Only Memories track.. XD
It’s hard to remember what things were like for small-time game development back then. There was no YouTubes for spreading game footage, there wasn’t any Facebooks or Twitters for building fan-bases, there weren’t any self-publishing digital shops like Steam or itch.io or Apple’s AppStore to actually make money building little games, and most importantly there weren’t any KickStarters around to help those small projects grow into bigger better experiences.
Indie Game Magazine Article
This month’s issue of Indie Game Magazine has a 6 page preview feature on Super Indie Karts! If you’re into Indie Games, and let’s face it if you’re reading this then the chances you like Indie Games are pretty high, then this is a magazine you’ll likely get a lot out of. Each month it’s filled with a heap of promising Indie games that are worth looking at.
You can also get a preview of the magazine on the Indie Game Mag website here
Interviews aren’t exactly my favourite thing in the world, but IGM were really great and it was totally worth it, I’m 100% happy with how it turned out.
A Whole NEW Cup!
To celebrate this 1 year anniversary milestone, it’s time for a big update. I’ve worked incredibly hard this last month to bring an entire new cup for you to play!
Following up on the Square and Circle Cups, comes the third Indie Cup, the “Triangle Cup“. Made up of some fantastic crossovers with a couple of new partners Nintendo likes to call “Nindies“, and a couple of crossover projects you’ve already seen in the game as karts that I’ve wanted to turn into tracks for a while.
In terms of gameplay features, these are the most diverse tracks yet:
Runbow Road incorporates the Saul Bass inspired art style from Runbow, and its colour-changing mechanic! Signalled in the sky first, the new colour swipes down the screen through the road switching traps for you to avoid. e.g. If the sky changes to orange, a second later it will sweep down and everything on the road which is orange will now be a hazardous hole in the track! It also gives you some spooky guys to stay away from too!
Freedom Planet’s Fortune Night track has some Crystal Bushes which you need to smash into to release a handful of Race Jewels into the air, which you can then try to collect towards your jewels Race Star. There’s also some traffic light robots to avoid!
The Duck Game race has some tricky gaps to hop, as well as some Land Mines to avoid. Explosive stuff!
The Shutshimi track takes place underwater, with floaty handling, and has some shocking Jellyfish obstacles to avoid!
Cup Menu Update
The cup icons on the cup selector menu have gotten a little upgrade, after coming up with the new cup names for the Indie Cups (Square, Circle, Triangle, and Diamond Cups).
The idea going forward with the new cup icons is that they will change colour to reflect which position you’ve earned for that cup (Bronze/Silver/Gold) too. I also rearranged the details at the bottom so that the crossover game’s logos could fit in there too.
Bonus Karts Bonanza!
Here come some new challengers!!
Carol from Freedom Planet joins the roster, bringing her motorbike with her!
Hue & Val from Runbow come in 16 different flavours!
Duck Game’s Duck will now come in 4 different flavours!
– Original Duck, Pepper Duck, Lemon Duck, and Duck à l’orange.
And Juan from Guacamelee! has come along for some Super Hermano Karts!
Character Selector Update
The kart select screen has had a slight upgrade, giving an extra layer of option to choose different characters or costumes for crossover games that have more than one kart option. This was something I’d had to do for a while as some games have a few characters appearing.
Just look out for slots that have the Plus symbol in the bottom right corner of their frame to get to a second menu to choose between character / colour options.
OUYA and the Free The Games Fund
As you may have heard OUYA was recently absorbed by Razer, and during the process the Free The Games Fund (which Super Indie Karts was a part of) fell apart, leaving devs a little worried about their budgets.
After receiving a few private messages asking how this affects Super Indie Karts, I thought it best to reassure you all here that the collapse of the FTGF is not bad news for Super Indie Karts.
Razer has stepped up and offered a great alternative deal to help prevent the devs who took part in the fund from becoming disadvantaged by the situation. The new deal is very similar to what was originally offered, and I’m really happy to be able to continue working with the same team from OUYA, who moved over to Razer, to help bring the game to the Razer ForgeTV device in the near future too.
The Triangle Cup, the new Duck flavours, Hue & Val, and Juan will all be available ready for download through the next update (v0.40), on Saturday September 19th! Carol and her motorbike will be revving your way in a later update.
Love this update?
Don’t keep it to yourself! Share it around. Being a lone-wolf (lone-seagull?) developer I don’t get to spend as much time promoting the game as I probably should be doing, so if you have some followers you can share some of this new stuff with, please do!
I often check the #SuperIndieKartsfeed, so if you’d like some extra retweets and favourites, just add that hashtag in there, or just add @1leggedseagull.
Hi everyone! Here’s what I’ve been up to for the last month!
I’ve taken the brave step to leap from Unity 4.5 to Unity 5.1, I say brave because although going up by only 0.6 in numerical terms, making a move from one whole Unity to another is never an easy task. There are often many differences between them, and I’ve heard plenty scare stories of games not making it through the transition. But I’ve made it to the other-side of this one in one piece, and Super Indie Karts is all the better for it!
Not only is the game more stable now, and with a perfectly working Mirror Mode too, but it also looks better!
Another bonus of moving to Unity 5.1 was gaining access to the frame buffer so I could add some fancy screen effects to it. The first I added was an effect I had wanted to add since the project began, and that’s the fullscreen pixelation screenwipe the SNES was famous for using. Which, to me, is just a magical thing!
Next I added a fish-eye lens to make the game window look like it was running on a curved TV screen from 1992! Along with some motion blur, colour saturation, and some chromatic aberration, the look was pretty convincing.
Here Comes A New Crossover!
The newest crossover to join SIK is Teslagrad, an amazing puzzle-platformer from Rain Games. The character Teslakid, and his recognisable steam-punk aesthetic, makes for a great kart character.
Then comes the Tesla Tower racetrack, featuring a track high up in the sky amongst lightning strike filled clouds, with it’s blue elevation shafts lifting you off the ground, and red shafts pushing you down through holes in the track.
It’s a great track, and like I’ve felt with all of the previous Indie tracks I’ve made, it will be hard for me to beat it!
As you can see in the video above, I’ve decided to include some subtle 3D Walls* on the tracks. I’ve kept them quite small in height, smaller still for crossover walls, and I quite like them. But I’ve also added an entry in the settings menu to remove them, for purist players who prefer to have a more authentic mode7 style experience.
I was always resistant to calls to add them as the idea didn’t sound very mode7 to me, but then I remembered mode8 had some basic 3d wall capabilities and with the introduction of the SuperFX chip on SNES, we may have seen something similar if a SuperMarioKart or StreetRacer sequel had came later in the SNES’s lifetime, or if a WhackyWheels sequel had happened, or if Sega had gotten around to making SonicDrift for the MegaDrive/Genesis (why didn’t they do that??).
I can play comfortably with them on or off, but I know a lot of people will be happy to know this option is in there, and the track is much more readable to new players now. (*feature not available on the OUYA version)
PDF MapBook Preview
I’ve managed to squeeze in some time to start work on the layout of the MapBook pages!
that’s where that third Shroom is!
The MapBook will show where secret shortcuts, dangerous obstacles, and Golden Shrooms are on each racetrack, so you can brush up and be better prepared with insider track knowledge before going into a cup.
You’ll be able to read these maps in the game to get a helping hand, and they’ll also be available as part of the .PDF file, KickStarter backers from tiers $20 and up, will receive.
Today I’ve uploaded v0.35 to Steam and OUYA, which opens up an early build of local split-screen Battle Mode.
This has been a much asked for game mode, and even though it’s only in its earliest development, it’s great to finally have this taster available. There’s two play styles included here. The first is a standard weapon jar battle, where you have 3 hearts and the last kart standing is the winner.
The second is a Fist Of Awesome themed boxing match, which is again last kart standing, but in this mode you can take 7 hits. Both modes are available for 2-4 players in split-screen using a combination of joypads and a keyboard.
Me and my boy had a lot of fun in this arena, making up our own off-screen rules, the best was, two player Circle Jousting. To give it a try: P1 drives clockwise around the centre square, P2 drives anti-clockwise, and you try to punch each other at high speeds. No turny-roundees! 🙂
CrossCode Crossover Racetrack!
A couple of updates ago I showed you the crossover kart from Lea from CrossCode, and this month saw the addition of the CrossCode racetrack, the “Rhombus Square Oval”!
This track turned out so good, it instantly became one of my favourites to play and replay, and has gone down incredibly well with Early Access players as far as I can see from the feedback I’ve received so far.
It has a lot of water hazards, taking place on floating cargo containers on an ocean, but also has a couple of sneaky shortcuts too. Learning the main shortcut will be essential if you want to get all of the Shrooms in 150cc, as the final Shroom is sitting on it! 😀
Check out the video here:
This week (over the next two days) will see the final backer keys getting sent out. So that’s everyone in the $10 entry tier. Once they’re all sent out everyone who backed the game will be able to get into the Early Access and receive the weekly/biweekly beta updates!
As always, if you think you didn’t get your game key email after two days from now, please check your spam box! – failing that, send a little “Hello my friend One Legged Seagull” email to firstname.lastname@example.org and you’ll get fixed up asap. Tiers $16 and up have had their keys sent out, and the $10 tier will get their keys this week coming.
If you can’t remember what tier you backed at, you can check here. July 1st will see the final price shift down to $10 for Early Access.
In the next stage of development I will be focusing on 3 more crossovers I’ve already begun working with, and then I’ll be adding some more tracks to Grand Prix, as well as starting initial work on a splitscreen GP mode, and hopefully another Battle Mode style for the next Early Access update in two weeks time.
Hi all, as usual it’s been a busy month. This time with the Steam Early Access kicking off, and everything that that entails! Putting something out on Steam takes a lot more time and effort than I ever thought it would, lot’s of behind the curtain stuff, and it also opened a discussions forum which brings more to do, but it helps to bring to attention a lot of bugs that need fixing that I wouldn’t have known about otherwise, and keep track of them.
As always, if you think you didn’t get your game key email, please check your spam box! – failing that, send a little “Hello my friend One Legged Seagull” email to email@example.com and you’ll get fixed up asap. Tiers $20 and up have had their keys sent out, and the $16 tier will get their keys this week coming. If you can’t remember what tier you backed at, you can check here.
May 29th will see the price shift down to $15 for Early Access.
Looking for Steam Early Access Reviews
Talking of the Early Access, I’d like to ask you to please consider leaving a recommendation for other Steam users to get the game too! It’s been a month now and it’s only collected a handful so far. 🙁 – The more positive recommendations the game gets the more chance it has of being featured on the store.
Now for some SIK game news (I also managed to get some new stuff happening game wise too!)
Here comes a new crossover!
Power Drive 2000 is a sublime looking, and sounding, sci-fi car racing game raising funds on KickStarter right now. It looks amazing, but the music roster is a synthwave dream, it’s like looking at a Drive Radio playlist!
It might initially seem like an odd crossover, but have a look at how the it looks in Super Indie Karts:
Oh yeah! The ’80s Sci-fi vector stylings fit into a mode7 style game like a chrome android’s hand in a NES Power Glove! The creator is a great guy and I can’t wait to see how this one turns out, so go ahead, give this project your backer dollars today!
This is a new feature introduced in a recent update which activates a Picture In Picture camera view of a dropped Pineapple or a launched Loconut, essentially showing you what happens to them after you’ve let them loose. Before I made these I was always left wondering “what happened?”, and it was a little unsatisfying if you didn’t get to witness your shot hitting its target. Now you get to see it all with a quick glance up to the top of the screen above your kart! (like a rear view mirror, only more actiony)
Here’s how it looks:
Now the Golden Shrooms aren’t only there to give you a Race Star, they’re also going to give you an invincibility boost! You can see how it works in the videos above and below.
It’s awesome seeing the Shroom get a secondary function as now there’s more incentive to find it. It’s also cool seeing all these characters turn Super Golden, and it can even help you win a race if you save collecting the Shroom until the final lap!
Here Comes Another Challenger!
This one’s not a new crossover, as I did a small 3d model preview of the fishtank kart in the final days of the KickStarter funding period, but it is the first showing of how the kart looks in sprite form!
Shutshimi is a randomized shoot ’em up, from Neon Deity, about a muscle-bound fish with memory problems defending the seven seas, coming in a beefed up version soon to Steam, PS4, Vita, and WiiU!
Lea from Cross-Code! CrossCode is a fantastic looking action RPG type game, with amazing pixel graphics and design, from Radical Fish Games, with shades of Sword Art Online, Final Fantasy, Zelda, and Pong! 😀
It comes complete with the best Alpha demo I’ve ever played, available to play right now over at www.Cross-Code.com – Give it a test and throw your backing their way, the game is incredible! Not only will Lea be appearing in SIK, but there will also be a SIK easter egg in Cross-Code! With only 24hrs to go on their campaign they’re so close and only need a little nudge to make it!
Lea will be available to race in SIK in this week’s update! (v0.32)
An unexpected nice surprise this month for Super Indie Karts fans came in the form of the latest Nintendo Direct which had 3 Super Indie Karts crossovers featured in their Indie Games section – Toto Temple Deluxe, Adventures Of Pip, and Shutshimi! Well done to them all for such an amazing achievement!
I imagine more crossovers will appear in coming Directs too, who knows, maybe one day we might even see SIK in one?? 😀
Indie Cup 2!
Development of the 2nd Indie Cup has begun! The first track, currently in a Work In Progress state, is for the game Read Only Memories, and it’s pretty special! You can see 20 seconds of it in the CrossCode video at the top.
The team at Midboss are currently jamming out their preparations for E3, and once they’re back from that craziness, we’ll be putting together some final touches on this awesome racetrack. It’s currently needing more detail in the skyline, and some trackside billboards. (So when it’s complete it’s somehow going to look even better than it does now!)
Backers in the BETA tiers have been enjoying their exclusive access to the BETA for two and a half months now, and the feedback received has been invaluable! Now, as the closed Steam BETA period comes to an end, and with the public open BETA about to go live on Steam next week, Steam keys will be going out to backers from the $20 and $24 tiers over the next few days. If you backed at $20-$24, please keep an eye out for emails from firstname.lastname@example.org (or add it to your address book today to avoid it going to the spam folder, which happens more than you might imagine!) so you can get onto the grid without any issues! If you’re after the OUYA version of the game please email the support address above to let me know!
As always, any problems, email that support address. Bear with me though as I’m manning the support emails myself, which got quite busy last time I was giving out keys, and juggling that with everything else, it might take me a day or two to get to your spot in the queue.
Everyone who has backed the game via KickStarter will be playing the game before anyone gets it on Steam Early Access at the same price.
Other tiers will be notified when their time comes around. I have to release keys in stages as it’s impossible to do it any other way. Hang in there, I will get to you all eventually!
If anyone feels like their toes have been stepped on, I apologise. There’s no guide for how to handle all of this juggling act perfectly and I’m seeing lots of projects stumble when trying to keep everything as fair as possible for as many people as they can while trying to expand their audience. Please feel free to email email@example.com with your concerns, or private message me here, or if you want to have a public discussion with other backers about it please reply to this update – just remember to be respectful to each other! 🙂
As you already know, Super Indie Karts is taking longer to complete than I had anticipated last year, mainly because the game has gotten much more “Super”! All of these awesome crossover characters and tracks are taking a lot more time to complete than I had expected them to, and much more time than it was taking me to make the original ‘world’ content. But the extra time is definitely worth it, I have no doubt of that. The new Indie racetracks and characters are looking so good I wouldn’t change a thing, they’re by far the best part of the game, and will be the number one attraction for potential new players.
I just wanted to take a moment to ease some concerns people might have about the development funds running out. Currently I don’t see any funding problems. Thanks to OUYA doubling every dollar of the project’s target goal soon, and with the money raised from the Open BETA on OUYA (and hopefully soon through Steam), the kart engines will stay well-oiled until the project is fully completed!
I’ve honestly no idea at what stage of completion the game will be in come June 28th, because every crossover takes a different amount of time to create (some just take longer to complete!). But one thing I am certain of is that it will be released to all of its backers at that time regardless. In June, you will all gain access to the game, and its BETA updates as the game is continued to be worked on until I get everything finished 100%. (I think that’s a much better road to take than locking you all out until the game is finished!)
I really don’t want to rush through construction of content, just to tick off items from my KickStarter promises list, so the game is “completed” by a certain date. Like you, I want it to be the best it can be. To paraphrase some random game designer guy: “A delayed game can eventually be good, but a rushed game is forever bad.” – Shigeru Miyamoto
Good news for everyone wanting more ways to play, this week’s update, coming in a few days, will add Mirror Mode to GP! The MM versions of the cups also have their own achievement stats too! So if you’ve already got a gold cup, you can try to achieve it again in MM. After playing the tracks for so long (I’ve worked on the game a while now) it’s really funny to play them in mirror mode now, some of them just feel like completely new tracks!
Other changes are
a slight nerfing of cpu kart speeds in the 100cc and 150cc
roadside arrow signs to show which way to turn
a half finished new track in the second Indie Cup!
There are still some issues with MM, some track elements get messed up in the mirroring process, most visibly the new roadside arrow signs which point the wrong way, and skylines don’t flip yet, but all things that will be ironed as we go. It’s not perfect but I think it’s in a state now where it’s workable.
So, the OUYA Open BETA began this month (and largely went without a hitch) and everyone got their keys eventually! Huzzah!
And after its first week available as an Early Access BETA on OUYA, Super Indie Karts is sitting in Pole Position on OUYA’s store! (at least here down under). Which is pretty Super amazing! 😀 – I’m sure it won’t be long before the prevalent Amazing Frog? is back on top however.
To celebrate I refurbished Sparkie’s kart!
Kart Sprite Updates
In my ongoing mission to upgrade all of the older karts to my newer kart model, designed for Clive’n’Wrench’s kart – which is a much nicer set of sprites, I’ve now gotten around to updating some of the oldest crossovers.
Here’s the new Toto Temple Deluxe karts!
Previously the Toto karts were just palette swapped clones of the prototype version of the green one. Now each of them has their own individual character and I really feel like I’ve done them justice, achieving a much closer aping of the art style they have in TTD. Toto Temple Deluxe will be coming this summer on PS4, XboxOne, WiiU, and Steam, so look out for it. (Or you can grab it on an OUYA right now, it’s heaps fun)
Read Only Memories
Turing’s kart for Read Only Memories also got a nice new paint job too.
But not only that, I also added Conway and Spirit from ROM too! You can never have too many ROM bots!
Read Only Memories is a new cyberpunk adventure that takes place in 2064 in Neo-SF, and is available as a preorder and free demo over at Midboss.
I’d like to be as transparent as I can with the BETA pricing. Each weekend a new update to the game is going live, on Steam and OUYA, and as the weeks roll by, and we get closer to the general open release in June, the price of the BETA has to get closer and closer to the final price of $9.95. So, at the end of each month the price will come down by $5 until June.
So, approximately on the
29th of March – $25
26th of April – $20
24th of May – $15
28th of June – $9.95
Also, I don’t want backers feeling ill when the BETA drops below the price they paid, so when the BETA price drops below the price of the tier you backed at then you’ll be sent your game key automatically. So for example, if you backed at the $16 “Game + Credit” tier and the date is after the May price drop to $15, you’ll be sent your game key. This seems like the fairest way to handle it.
I’ve also added an upgrade path on the PayPal page to allow backers who don’t have BETA access yet to upgrade their pledge to the BETA tier. Just scroll down to the bottom here, choose your upgrade option and follow the PayPal instructions. If you use a different payment email address to the one you used on KickStarter just let me know in an email to firstname.lastname@example.org
Shout-out for Spooky Poo’s Happy Hell
Really, just the name of this project should be enough to grab you! This game looks really sweet and the prototype plays amazingly, it’s astonishingly solid. I love the character work (dat nose) and the atmosphere is really quirky..
The Steam BETA process has been a huge success, going out to over 200 people (!) – and only a handful had the email eaten by aggressive spam filters overstepping their jurisdiction! 😀
Fasten your seatbelts OUYA backers, the OUYA BETA will be happening very VERY soon! As such, I need to find out which BETA backers were after an OUYA key. Shoot me an email as soon as you can to email@example.com so I can get it to you in the next week or two.
I’ve come up with a nice replacement to the Golden Rings that were being used as the in game currency (to be used for unlocking karts). They look great on track and really stand out well.
But what are we going to call them? Galaxy Gems? Rainbow Rupees? Spectrum (48k?) Shards? Jelly Jewels? Stellar Stones? Stick your suggestion on a postcard (leave a comment!)
A sign of things to come
Watching people playing your game is the best way of finding potholes that, as a developer, weren’t able to notice while playing yourself. One thing which stood out recently was people on occasion not being entirely sure of which way to go when they lost sight of the CPU karts. I’ve got arrows painted on the roads here and there, but they’re not always instantly seen. Obviously the best solution to this is a road-side sign!
With a billboard object in a mode7 game, no matter which angle you look at it from, it faces you, and a potential problem with an arrow sign would be an arrow that always points East of your current viewing direction (you’d end up driving in circles!)
So, to solve that you need to have 360 degree animation frames of the object, giving the illusion of a 3d object, then if you look at it from the side you wont take a wrong turn.
Here Comes A New Challenger!!
I’m seeing double.. two characters in one kart!?!
These are the titular characters of the game Clive’N’Wrench, an awesome future Collect-a-thon in the style of ’90s N64 classics you know and love like the Banjo series and Mario64 and also PlayStation games like Jak & Daxter. It’s currently funding right now. You can check it out in the awesome project video below, which features the Voice Over talent of ShadyVox.
There are a couple of links with One Legged Seagull here. ShadyVox, the voice of both Clive & Wrench, is also supplying some of the voice work for some of the other Super Indie Karts characters from the original World Karts character list!Another link is that Papa Seagull also helped to design the game’s awesome new logo! =)
If you’re a fan of these types of games you’ll no doubt be over the moon to, finally (after very little in the last 2 decades!), be seeing a few indie ones on the horizon. New indie Collect-a-thons like Lobodestroyo and A Hat In Time (and now Clive’N’Wrench) have really gotten me excited about the genre again.
If you want to check it out before you throw your support behind it, go to its project page and there is a link to a free demo stage to test out a really early version of the game! It’s still quite rough in places, as it’s still over a year away from release, so you’ll have to cut them some slack.
As you know, KickStarters need the best start they can possibly muster, so join me in helping throw as much early support Clive’N’Wrench’s way as we can, and help another indie dream come true!