

Super Indie Karts
One Legged Seagull · 2015 · Racing, Indie, Pixel Graphics, Retro, Driving
PC
Very Positive81% · 557
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About Super Indie Karts
Super Indie Karts is a classic retro '90s style karting game featuring a large curation of Indiegame karts and Indiegame themed race tracks, in both the 16-bit flat Super style and the 64-bit low poly Ultra style. With Time Trials, Grand Prix, Splitscreen GP, Quick Race, Mission Mania, and a few Battle Modes.. there's plenty of ways to tackle the tracks!Indie Crossovers so far include: - Nitromeland - Mission In Snowdriftland - Clive'N'Wrench - ToeJam & Earl: Back In The Groove - Burrito Bison - Mutant Mudds - Runbow - Freedom Planet - Teslagrad - Fist Of Awesome - Read Only Memories 2064 - Canabalt - Duck Game - Toto Temple Deluxe - Knightmare Tower - Aegis Defenders - Shutshimi - Cross Code - Guacamelee! - and many more to come! With over 48 tracks currently ready to race on, in 4 speed classes, plus mirror mode, there'll also be plenty of achievements and unlocks to keep you drifting and burning pixel rubber 'till the pixelated billboard sun goes down!
With one foot firmly in the past, witness authentic '90s hardware limitations such as:
Super Style
Play as some super Indie Game characters, coming to battle it out in some super Indie Game themed tracks! It might get a little bumpy out there as there are plenty of weapons on the track to spin you out: Meloons, Exploding Pangapples, Slippy Gelatos, Heat Seeking Loconuts, Giant Halloween Pumpkings, Mutant Tomms, Beeta Blockas, and 3 different strength Chilli Boosts!
The game was KickStarted late in 2014 and is aimed for completion in 202x. You don't have to wait until completion though as you can join in now with Early Access! The EA game currently boasts over 30 characters, with 32 Super tracks, 12 Ultra (64) tracks, and 4 Advanced tracks, 48 in total, with 16 more tracks to come, to play Single Player or 2/3/4 Player Splitscreen in Grand Prix mode (and in Mirror Mode), in Time Trials, and 9 arenas in Battle Mania which recently went through a serious overhaul. More characters, tracks, and features will be added as the Early Access months drift on by.
With one foot firmly in the past, witness authentic '90s hardware limitations such as:
Super Style
- shockingly bad draw distance!
- fast, incredibly small, almost claustrophobic, tracks!
- trees and obstacles that pop up 5 yards in front of you!
- increased draw distance and track area size!
- large open anti-gravity racetracks that corkscrew and loop-de-loop into the skies!
- more cranked up than a joypad with a double wedgie!
- World leading watermelon physics engine! (featuring Watermelon Blast Processing!)
- 1992 style screen curvature and motion blur! (optional)
- Indie Game crossovers you know and love, and some you don't yet know you love!
Play as some super Indie Game characters, coming to battle it out in some super Indie Game themed tracks! It might get a little bumpy out there as there are plenty of weapons on the track to spin you out: Meloons, Exploding Pangapples, Slippy Gelatos, Heat Seeking Loconuts, Giant Halloween Pumpkings, Mutant Tomms, Beeta Blockas, and 3 different strength Chilli Boosts!
The game was KickStarted late in 2014 and is aimed for completion in 202x. You don't have to wait until completion though as you can join in now with Early Access! The EA game currently boasts over 30 characters, with 32 Super tracks, 12 Ultra (64) tracks, and 4 Advanced tracks, 48 in total, with 16 more tracks to come, to play Single Player or 2/3/4 Player Splitscreen in Grand Prix mode (and in Mirror Mode), in Time Trials, and 9 arenas in Battle Mania which recently went through a serious overhaul. More characters, tracks, and features will be added as the Early Access months drift on by.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
This is the kind of game that has a lot going for it on paper, but falls short for awkward reasons. The gameplay is fast and the art design and music is nice to look at. The variety of roster, being their main appeal offers a good selection and I respect them for that. The single player mission mode is also a nice bonus as its rare for a kart game to have something like that. Even though it presents itself as colorful and vibrant, the gameplay is also a large mess in a lot of areas. For starters, its been in early access for more than 10 years and its STILL barely complete. The cups seem to be grouped up based on style rather than difficulty (There are four cups with all their tracks having the same art style, as if those cups were meant to be placeholders). Sure there are twice as many cups than your average Mario Kart, but these tracks feel less... grounded for lack of a better term and in more ways than one. Gameplay wise, the karts feels floaty and when combined with how fast you're going and the drifting being more wider than you think, most of the time you end crashing into the wall. Speed boosts stack and crashing into hazards makes you lose all of it, which makes the over…3 found this helpful
Mario Kart on the SNES if it was made by a bunch of incompetents who disliked good maps, loved terrible items, and hated being able to control your cart, who then spent proudly ten years (10 ♥♥♥♥♥♥♥ years!) procrastinating in early access only adding "indie-characters" instead of making a good game. Like, how can a game that has been in early access for ten years have such a infuriating bug (and general ass design decisions) like putting you (first place) in third when you get passed by second place; it didn't put me in fourth place when I was overtaken by another racer after that, so it clearly thinks someone who is far behind you is in front of you when it does this. And this happens on the first cup, the vanilla tutorial easy babymode beginner cup if you will. If it is a map issue, what have they been doing that decade? Or how about how adding an item that can not only lock off the whole lane for a long time (and doesn't go away when ran into either), but also lasts so long that you can literally lap the map and hit it before it goes away! The Teslagrad map (The second map of the first cup) is also the most unfun racing map I have ever experienced, the runbow one is also unbe…2 found this helpful
I'm not mad, I[m just very disappointed. I think this may be one of the best examples of "feature creep" I have ever seen in a smaller indie game project. People have talked about wanting improvements to track design, controller support, and driving physics, but it seems like that's just never gonna happen. Instead the dev has added some new tracks and characters, some other stuff too? That's... cool... but those aren't fixes for the game's core. I really liked this game back in like 2017 when I first got really really into indie games, it was cool! Not perfect, but of course It was still being worked on I was gonna be fair. I forgot about it around maybe 2022 and recently revisited it and... nothing's really been improved. There's new stuff, for sure, but the visual clutter, hard to grab items, attacks that don't quite work well, awkward slippery physics, messy controller setups are exactly how they were all those years ago, when I first got the game. Like, dude, it's been 10 years. I think it's time to really focus on the core issues people are complaining about and fix this game up. Even if you're very busy irl, which I completely understand, it's time to really tighten up th…1 found this helpful
Really fun and nostalgic i hope soon they add achivments!1 found this helpful
[h1]My Early Access Review of S.I.K.[/h1] [h2]Note to dev[/h2] Hi, dev if your reading this I really hope you add A Hat in Time characters to the game that would be sick please and thank you! [h3]Early Access Critiques[/h3] As of right now I know the dev has already been brought to concern of most issues I have noticed personally already in the discussions, but I do still have just a few concerns of my own I was hoping to bring up here that hopefully will help with making this game even better. [h3]Drifting[/h3] First off, I feel like the hop to drift mechanic kinda feels a bit off to me mainly in the sense that you do a full jump everytime you want to drift in any direction. What can help make this feel less awkward could be to make it that tapping the drift button makes you do a full height jump, and holding only does half the height, doing this means it should take less time to enter a drift giving players more agency over their drifts. This has been my biggest issue with this game so far, I just find that drifitng feels way too delayed it makes it hard to calculate the direction I want to go without easily over shooting or under shooting which happens really often in high…
Really charming, fun, and ambitious kart racer. Tracks meant to emulate the SNES, N64, and GBA Mario Kart games are present, but all three selections of tracks do things differently than those games that really help this game to stand on its own. I'm really glad I supported this game, and hope the developers are able to see it through to the end. Fantastic job. :) CHARACTERS WISHLIST Red- Everhood Guy Spelunky- Spelunky Any rep- Castle Crashers Any rep- Enter the Gungeon Orcane- Rivals of Aether Yooka-Laylee - Yooka-Laylee
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