PixKart
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This is a racing game I made over the course of a semester. My goal for this project was to mainly focus around kart mechanics that felt nice and smooth to control, with dynamic track design and a defined art style as secondary goals to add a bit of polish and uniqueness to the project. 

Controls:
[W] / [S] -  acceleration / deceleration
[A] / [D] - turning
[Space] - initiate drift
Hold [R] - manual respawn at last checkpoint

The core gameplay loop revolves around completing three laps in the shortest amount of time, avoiding hazards and finding shortcuts in the process. As for the key mechanics that were integrated with the core loop, I chose to focus on two of them: the drift and checkpoint systems. Drifting serves as your means of achieving momentary higher speeds via boosts, at the cost of dedicating some time to build up your drift power. Meanwhile, the checkpoints double as both a method to ensure players follow the intended routes of each course and as respawn points, should you drive into a hazard. Stylistically, I went for something akin to the looks of Super Mario 64 or Ocarina of Time on the N64 device. To accomplish this, I learned and utilized the software Crocotile, bought on itch.io, which specializes in building low-poly scenes, textured using tile maps.

Due to time constraints, only one track is available: Champion's Apeiron (right). However, an alternate, easier map (left) was intended to be put in, but ultimately wasn't as it meant pushing an incomplete version of the track to meet the deadline. As to not undermine the level of quality I had intended for the first track, I scrambled to make the second one, whose layout is inspired by tracks such as Rainbow Road and design based around Greek architecture.
Tracks Made for PixKart
PixKart
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PixKart

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