IndieCade Feedback on Demo

We submitted a demo of the game to IndieCade for an upcoming IndieCade Festival and unfortunately didn’t make it. ūüė¶

All is not lost though! We received some really great feedback and have since released a new demo taking the feedback into consideration. We thought we would share the feedback in it’s raw form and then what we did to try and respond to that feedback.

Feedback 1
The concept is solid as a multiplayer game, and a stands out a little (while there are plenty of chaotically fun local mutilplayer game, car-physics soccer is a least a little different, and cool).¬†However the controls, specifically the car physics, while intended to be awkward, are effectively unusable w/intention – they accelerate so slowly, have such a high speed, and slow turns speed, but also lose control at the slightest collision, so scoring feels random because it often occurs by accident and not through player directed action. Making the game feel more like work, trying to swim upstream to control your car. It also feels like perhaps some deviation from basic soccer rules could be used in combination with the awkward physics to improve that, but other than the power ups that is an under explored area.¬†Having a large number of local players through methods like using smartphones is a great idea, although the visuals also make it very very hard to distinguish your car (even with the show car marker functionality, which didn’t seem to work consistently).

Feedback 2
Super Truckin’ is a fun idea but I think it needs a little more work to get it into a more solid space. The controls feel a little too loose, with vehicles a little slow to respond, they feel sluggish and heavy with very wide turns.¬†A reverse function would be very nice. The AI when we played two players with two AIs seems to be scoring against their own teams.¬† The music is fun but gets pretty repetitive. With sharper controls I think this game could be a lot of fun, it would feel like you had more direct control and thus could actually impact what was happening, as it is it feels like it’s more luck than skill if the ball goes into the goal.

Feedback 3
The core concept of the game is solid if slightly straightforward but there were problems in the execution. We were told that it could use mobile devices as an input but this didn’t add much as we chose to play on controllers for better response time and accuracy. My biggest problem in game was how difficult it was for players to exert any kind of meaningful agency on the game especially in matches with larger team sizes. The players car was very difficult to control and often overshot its target or was hit by an unavoidable collision. I think you could learn a lot from Fifa and the upcoming rocket league in terms of adding responsiveness and exciting meaningful options to the player’s controls.

The items we decided to tackle in this new release are below. We do plan on tackling more items in the next demo but these were the ones we felt were common amongst the three and were quickest to handle.

Items Addressed

  1. Improved speed and maneuverability
    1. This was something we had grown accustom to as we played the game, but as soon as we got the player feedback we went back and revisited the fundamentals and new we had to address it. The cars now accelerate much ffaster and turn much quicker. It may not be perfect yet but it is much better. Check it out and let us know what other tweaks you might want.
  2. More Predictable Ball Handling
    1. This was already in progress by the time we received the IndieCade feedback but it was good to know we were working on something that others noticed. Previously the cars had a top and bottom collider, but after playing Rocket League and realizing that the ball didn’t always collide directly with the car – we decided to switch our colliders from two box colliders to a capsule collider. This little change did the trick and the ball now gets hit and goes in the direction you were trying. Much more rewarding experience.
We are open to suggestions and feedback with this new release but we plan on addressing a couple more items still. We will continue to focus on the fundamental car handling and making sure that is on target and we will be focusing on getting more polished content.
Try the demo by downloading it here:
If you want to contact us directly check out our Facebook, Twitter or other contact methods like old fashioned email!

A little bit of a set back…

So after a relatively disappointing start to our Steam Greenlight we were ready to start blogging, tweeting and demoing our game everywhere when I was rear ended by an Escalade at a stop light from the exit of a freeway.

That event put a stop to just about anything as I was helicoptered from the accident and spent over a week in ICU – a near death experience for sure. The team here at (my brother Konstantine, and my friend Jason) was awesome during this time and showed a ton of support that has helped tremendous in my recovery full well knowing that any of our plans for Super Truckin’ had to be put on hold.

It’s been a two months to the day since to accident and I feel like now is the time to try and get back to the plans for Super Truckin’ but I wanted to make sure our fans knew why we have been silent for so long and that we are still committed to delivering on Super Truckin’. It’s a fun game we like playing and we think others will too, even if our interest from Greenlight has been luke warm. We think it may not be the target demo for a game that doesn’t have killing, zombies, or some other new standard to modern gaming in it and are starting to consider what our next options are. If you are a fan and have a preferred console hit us up and let us know, we will listen!

Just so you know I’m not BS’ing and that this is the truth to our silence, here is the photo of my car after being totaled. Not sure if it is ironic or not that I’m working on a game that is super¬†fun to crash into others with¬†or not, but maybe the PTSD from driving can be lessened with my experience playing Super Truckin’ – that would be a twist, haha.


Steam Greenlight, the Start

We published our Steam Greenlight a couple days ago (on Tuesday) and so far it has been a pretty interesting process.

Hint – VOTE HERE ->>>

I think the team anticipated that Steam may not necessarily be the direct demographic for our game, but we thought that the nostalgia would win over those that may have grown out of these types of arcade like games, but so far the reception has been lukewarm. As of the posting of this blog, we are looking at about 22% of the Steam players voted “Yes”, while 74% have voted no. The stats screenshot is below and it shows the average of the top 50 games currently in Greenlight and gives a pretty decent context for how things are going.


We have definitely heard that promotion is critical and as much as we understand and believe that marketing is key, it really is tough to make that happen. How much can one possibly tweet???

I’m setting up our IndieDB page, putting more content on Facebook and setting up some tweets that show off the game some more, but it seems like it will be very difficult to get traffic to the Greenlight. I’ll keep working on different ways of driving traffic, but if anyone has any ideas – I’d be all ears!

Super Truckin‚Äô : Smartphone & Second Screen Gameplay

Today we are announcing the gameplay mechanics of our racing game Super Truckin’.


Using your smart phone as the controller you can connect to your PC and race, smash, and score!

We are currently focused on a PC/Android release where you use your Android phone as the controller to the Super Truckin’ game running on your PC. Initial tests with Android tablets, iPads and the Ouya has shown that we can leverage all of these as second screens as well ‚Äď so when we get closer to being done we hope to try and support those too.

Each of the three initial levels we have created allows up to eight different people to control eight separate trucks on the same screen at the same time, over the local Wi-Fi.


Today the controller is where you select your truck color, find the game that is already started on the PC and then join it. We are hoping to add more to the controller in time with vehicle add-ons truck selection and similar, but at this early stage customization is just color. Once joining a Super Truckin’ game you turn your truck by turning your phone like a steering wheel (leveraging the accelerometer), gas by pressing the right hand side of the phone, and after picking up a power up you can press the left hand side of the screen to use it. Double tapping the gas will enable turbos and releasing the gas for a quick second turns the turbo’s off. Tapping the center of the screen will honk the truck horn and also display your name on screen in case you lost your truck after getting blown up or respawning after going out of bounds.

We are really excited about getting this out there and getting feedback from real gamers so we are taking requests to be one of the first 10 to try this game out. You must have an Android phone, and a PC and you must be willing to help give feedback on a regular basis to help make this the best game we can make it.

If you are interested please fill the form out below or tweet:

“I want to use my phone to start racing today w/ #SuperTruckin by @in8bitgames”.

We will put all the names in a hat (figuratively) and pull the 10 random gamers on Friday Dec. 20th. That means you can be playing just in time for Christmas!

Get¬†your friends to contribute and retweet to increase your chances of being one of the first to experience Super Truckin’!




Electro Ball


Super Truckin’ Power Ups

In each of the scheduled four levels in Super Truckin’ ( Junkyard Race, Hay Wraslin’, Soccer, Infinite Racer ) these power ups help give you the edge and defeat your opponents. You collect them by crashing through question mark blocks, similar to Mario Kart. We really tried to create unique power ups that captured the themes of our levels and the over all “off road” play style of Super Truckin’ and were FUN. The image gallery¬†above should give you a good idea of what each of the power ups will be, other details below.

The Barrel is an explosive that will get deployed behind the truck and roll around in an oblong fashion, similar to a football. This makes it very difficult to dodge and a highly effective power up when your are in first place and want to keep it that way.

Mega Truck
The Mega Truck power up doubles the size and weight of the truck and lets you muscle other trucks around. If you are fighting for the soccer ball, hay, or just the inside corner in a race, this power up will give you the edge.

Electro Ball
The Electro Ball power up is really unique¬†power up that¬†chains a huge electric ball to the back of your truck. This¬†lets you swing it around electrocuting anything in it’s path delivering¬†utter chaos on the field.

The Fireballs are a great power up when you have your opponent lined up in your sights. Two of these explosive balls of flame shoot ahead and blasts your opponent sending them flying.

Oil Slick
The Oil Slick gets laid down on the track and slicks the tires of any truck that runs over it. The trucks then lose traction and acceleration making the truck slide over the field until the oil wears off. Lay one of these in front of a barrel on a turn, and your opponent has no chance.

The Dozer
The Dozer power up requires skill to utilize but can demolish an opponent. Get right on their bumper and use it to scoop the truck up and toss them behind you. Extremely effective at changing the game and making first place last.

We are having a great time play testing with these and feel like we have hit a great balance between these power ups, although each of us seem to have our favorite. What is your early favorite?

Compiling Super Truckin’ for Ouya

We received a free Ouya (thanks Ouya!) at the GDC Next event last week and I spent today with the goal of trying to compile our Super Truckin’ Soccer level for it. For those of you that don’t know, the Ouya is essentially an Android based game console, so it should be simple to take an Android game and port it over.

We¬†took the first step today and thanks to some friendly Redditor’s over on the /R/Unity3D forum,¬†we got some excellent advice and tutorials¬†that guided¬†us through the process.

Largely we followed this tutorial ( which got us just about 90% there, but we did run into two problems not mentioned in the tutorial.

  1. We¬†struggled with getting the ADB driver installed because Windows 8.1 doesn’t allow you to install unsigned drivers unless you are in a special startup mode. had me covered though
  2. When I first launched the game on the Ouya it immediately crashed and¬†we found another forum that recommended compiling the Java, Plugin, and NDK components that are available on the Ouya Panel in Unity3D in addition to the normal compile. A quick recompile of those (in any particular order it seems) and a Rebuild + Run¬†and Super Truckin’ was running on the Ouya!OuyaPanel

Unfortunately at this point the game is running at a lackluster frame rate, so I am going to have to now consider two things. Do¬†we spend the time optimizing for the Ouya (reducing poly’s, textures, particles…) so that it runs well, and then if so, how much of the controller support should we implement? The Ouya controller has some reputation on the internet and after utilizing it it’s not a horrible controller, but it’s definitely not the best.

What do you think, should we take the extra effort and try and make the game work for the Ouya? Please add a comment in addition to your vote in the poll. We would like to know a little bit more about your reasoning behind the Yay or Nay.