For the past few years, I’ve been plotting and developing a little racing game that’s mostly based on and inspired/influenced by old karting games from 10+ years ago, such as Radiogamer’s “Roblox Karts” and a few other popular MK-likes/clones that’ve come and gone over the years. (In fact, my game has even done vice versa and influenced Roblox Karts in a way or two recently, which I’m quite proud of!)
I wanted to try and do something simple, but also break away from every other generic Mario Kart clone by making it unique and by taking inspiration from other various racing games that’ve left their mark in my memory, like Diddy Kong Racing and F-Zero.
Me being as obsessed with Roblox history as I am, I decided to make the theme a hybrid between the late 2000s and mid-2010s eras, and tried to not only follow the visual style (with some creative liberties), but also program the game to function like an old one would as well, all whilst trying my best to make the game feel unique without falling into “so retro” territory.
I’ve released the game just over two months ago, and have been working my heart out almost nonstop ever since. It’s not perfect, but it’s Brickracerz. And that’s what I care about the most.
Looks amazing! I like the way you’ve made tips in the lobby and the game overall just has the classic roblox vibes. This already looks like a game which can make nice profit and bring alot of fun when not played alone. Also, lobby and UI design is awesome.
Although maybe add more classic themed maps? Like a SFOTH track or something and maybe new boosts related to classic gear.
really impressed!
i wasn’t expecting the game to turn out like this. i played alone and didn’t expect the use of npcs—it was such a cool surprise. the game feels extremely well made, and i can tell a lot of effort went into it. wow, great job!
Hi SilviaCTZ! Brickracerz [BETA] was a big surprise on stream — I had a lot of fun racing, using power-ups, and even playing solo against NPCs when no one else was online. The unique items and creative maps kept each race fresh, and I appreciate that it works smoothly even in beta.
I was a little confused sometimes without a minimap, and I noticed some power-ups didn’t work as expected. Adding a minimap and maybe clearer upgrade options would make the game even better.
Scores: Gameplay 8 | Visuals 6 | Originality 7 | Polish 6 | Games Radar
Its in top 20 list on our website
Hi,
I played it, pretty nice game, as mentioned it is great you have NPC that can drive good.
I did not figure out the shoot weapons stuff, I figured just left mouse.. … did not read the tutorial… I would make the fonts bigger and ui gui… (dedicate more space to the words so we can read what we are trying to do, in any ui gui , shop, tutorial , customize , etc ) I am playing on a big monitor and cannot read what it says…
Glad that you enjoyed it! Some of the issues with tools have been known for a while now (especially Spring/Burst Coils, which don’t work properly when drifting due to client-server conflict), but I’ve got some ideas for how I’ll fix them once I get back into developing.
Not entirely sure how I’ll get a minimap-like system to work, considering that there’s already quite a bit of screen clutter on displays smaller than 1080p I’ll most likely end up resorting to a “wrong way” popup instead.
Sorry about the GUI troubles, I’ve already got a script that shrinks UI elements for small/mobile displays so I’ll see if I can retool it for larger screens as well. None of the people who’ve playtested the game so far have been using anything above 1080p and I completely forgot to take it into account, so thanks for reporting it!
I’ve got something in mind for the post-race results screen to make it feel less empty too, can’t guarantee it’ll be included in the next update since it’s already taken a relatively long time as-is, but it’s on my todo list.