
Idle Racer
Idle Racer is a prototype game where the player accumulates laps by repeatedly driving their cars up the road. These laps can then be spent on upgrades for the vehicle, such as increased top speed, improved acceleration, and bonuses that boost the number of laps earned per lap. How many laps will you do?
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Idle Racer Game.zip 26 MB
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Would be nice to have like a speedometer or something for each car. It very quickly, becomes very hard, to tell if your car is acceleration capped or top speed capped.
Also as much as glitch does help speed up the game a lot. It kind of kills the whole idea of making your car go as fast as possible.
Since anything you do speed/acc-wise is shuffling decimals, while gaining glitch is a stacking multiplicative 2x. Makes it so the main thing that matters is the only thing that has nothing to do with what you're actually doing (going fast). If you wanted the same effect, but still rooted in what's actually happening on screen. I'd suggest having glitch instead relate to lap distance. So that higher levels = shorter lap.
It does also mean that your exact acc/top speed ratio needs change over time, to force you to change your strategy as you go along. While also being more thematically reasonable than 1 lap suddenly counting as 16 laps for reasons.
Thanks for the comment! And yeah, I agree with you. If I was to start developing this into a full game, I would probably scrap the acceleration stat entirely and just have top speed as the main "go fast" upgrade. That way there's less confusion on the car's speed and the top speed's KM/H stat would be more accurate. I would then replace acceleration with a more exciting upgrade. Glitch would probably move to the prestige system's upgrade and be more costly to feel like a more meaningful upgrade, and it wouldn't scale as fast—just enough that numbers going up feels good. And instead of the game starting with just 5 cars, you would start with maybe a human? Or something like that. And then the next could be a dog, and it would scale up in speed so each new thing has different base stats. That way, unlocking a new thing wouldn't feel bad because its base stats are the same as the thing you used to unlock it.
And as for the speed, that's a hard one—because it would just get to the point where it's going so fast you could barely see it, or it would make the player feel nauseous. So there would have to be some middle ground there.
Thanks again!
It would be cool if you could add some kind of cold beverage that makes driving harder but much more fun.
This is a good base for a much more complex game. Maybe add something like being able to buy mechanics that boost all the cars by some amount or something similar? Otherwise it gets very repetitive very quick since all the cars have the same upgrades. Or maybe add a prestige type mechanic that resets your progress, but gives you an overall boost?
Hey, thanks for the comment! And yes. I would definitely make a prestige system if I continue developing the game. Upgrades there would affect all vehicles, and I would add different upgrades and such to all the vehicles and also add new things to run laps, like people or animals.
Thanks again!
HP means half people
Its facts
Run.
Drive.
i love it !
Thank you!
The loop is fun enough, though my inner completionist wishes that we could fill all of the lanes with cars
Thanks! That was my initial plan. Was going to have 5 motorbikes after the cars and then the rest would be F1 cars. Maybe one day ill add them.
<3