Here's a conversation I've had a lot the last few years

person: hey joon, what are you working on
joon: racing game
person: oh cool, I bet it's weird like your other games.
joon: eh... 😅
person: what's weird about this one?
joon: uhm... 😬

And then I go on an awkward rant about how TrackMania is great but doesn't have much worldbuilding, or how all racing games are just worse versions of Mario Kart, or how beating your own time is more fun than racing against AI's.

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if you want to read this thread as a blog post, go here:

https://joon.be/blog/?post=2024.06.10+Phantom+Spark+-+What%27s+weird+about+this+one.md

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Joon?

Hi ✋! I'm Joon, an independent game designer, and this is my website!

Confused, the other person asks me what the twist is on this game, and I say the twist is...

... the ship goes very fast
... it's just very good.

¯_(ツ)_/¯

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Phantom Spark (the racing game I'm working on) is much more of a traditional Videogame than NUTS is, or many of my older projects. The same goes for @torfi, if you look at his itch.io page. https://torfi.itch.io

So what is it that drew us both into it?

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Torfi - itch.io

itch.io

I've been trying to figure out how to answer that question beyond it's very good. I feel that if I can convey to you what pulled me into the game, what made me want to make it, that would be better than any marketing copy or store description...

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Maybe I can find some sort of answer by talking about how we got started, and why we decided to spend 3 years making a (very good, trust me) racing game. Near the end of NUTS development, Torfi started going down the rabbit hole on vehicle physics...

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He prototyped many different car controllers, on a wide spectrum between deep simulation, and simple arcade controls, but by the time I joined by far the most promising one was this amazing feeling lowpoly ship sliding through skate-ramp like parcours.

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(It wasn't meant to look like a penguin, but after an early tester mentioned it we couldn't unsee it)

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@joon Crazy how much this actually looks like Trackmania.

@jalict it was definitely a big inspiration, and it's a formula that's hard to break out of once you start going in that direction, but I do think we set ourselves apart.

If anything it's like an indie game focused only on full-speed-tracks of Trackmania, trying to find an audience that would not normally go looking for that experience because they bounce off of TM's aesthetics or intensity.

@joon I didn't even realise you had a demo and this thread made me realise that -- very interested and will check it out as soon as I can 😃