Snow Dash Racing
A downloadable game
Admin profile: Albus_Games - itch.io
Game descripon for itch.io
Conquer snowy roads, push the limits of speed and style, and dominate the compeon as you race, dri and set unbeatable high scores in this pulse-pounding arcade racer!
In Snow Dash Racing, players dive into an exhilarang arcade racing experience, navigang their cars through three disnct tracks each offering unique gameplay challenges. The game's diverse tracks cater to different styles of play, emphasizing onboarding, speed, and driing, ensuring there's something for every racing enthusiast.
With intuive controls requiring only swipes le and right, players can quickly immerse themselves in the adrenaline-fueled acon. Despite the simplicity of the controls, mastering them opens up a world of strategic possibilies, allowing players to perfect their racing techniques and achieve unparalleled levels of skill. Whether you're a casual player looking for a thrilling joyride or a seasoned racer seeking the ulmate challenge, Snow Dash Racing promises endless excitement and replay value.
So buckle up, put on your racing helmet and embark on a high-octane journey through snow-covered tracks where every turn brings new thrills and triumphs!
Project summary.
The game concept was born out of a brainstorming session involving the whole team. We started off with everyone pitching in ideas for extreme sports and explaining the general idea behind the game, and finally had rounds of vong to decide the final concept.
The real world sports that served as inspiraon for our game are ice racing and snow rally. We liked the idea of having controls that don’t have 100% controls to them (as in driving on ice), and inially planned on having tracks where players drove downhill. During the Alpha phase, we realized that building slopes would prove more challenging than ancipated, so we pivoted to flat tracks in varied winter environments.
There are many types of racing sports, which would make the concept of driving a rally car a recognizable one, which in turn would provide us with a broad target audience. The age-span would be broad as well, since our controls are simple enough for even the youngest players to grasp, and the planned driving experience deep enough to atract adults as well.
While the designers were busy nailing down design decisions, the other disciplines started preparing work on their end. The art team started translang the theme into concepts and detailing a list of required assets, developers started seng up the project structure, UX started working on a prototype menu, and QA supported in scrum (while waing for the first build).
The key takeaway from the project is the importance of starng to put everything together as early as possible, to have a core game that you can expand on (in our case, we had lots of individual pieces that were put together on the last week). This way, potenal misunderstandings can be idenfied early on, and save costs further down the line. Addionally, it would boost morale to have something more concrete to show along the way. We did try to have a “show and tell” by the end of every day which was a success, but having a core from the start that would evolve over me would take this to the next level.
Status | Released |
Author | Futuregames |
Download
Install instructions
Conquer snowy roads, push the limits of speed and style, and dominate the compeon as you race, dri and set unbeatable high scores in this pulse-pounding arcade racer!
In Snow Dash Racing, players dive into an exhilarang arcade racing experience, navigang their cars through three disnct tracks each offering unique gameplay challenges. The game's diverse tracks cater to different styles of play, emphasizing onboarding, speed, and driing, ensuring there's something for every racing enthusiast.
With intuive controls requiring only swipes le and right, players can quickly immerse themselves in the adrenaline-fueled acon. Despite the simplicity of the controls, mastering them opens up a world of strategic possibilies, allowing players to perfect their racing techniques and achieve unparalleled levels of skill. Whether you're a casual player looking for a thrilling joyride or a seasoned racer seeking the ulmate challenge, Snow Dash Racing promises endless excitement and replay value.
So buckle up, put on your racing helmet and embark on a high-octane journey through snow-covered tracks where every turn brings new thrills and triumphs!
Project summary.
The game concept was born out of a brainstorming session involving the whole team. We started off with everyone pitching in ideas for extreme sports and explaining the general idea behind the game, and finally had rounds of vong to decide the final concept.
The real world sports that served as inspiraon for our game are ice racing and snow rally. We liked the idea of having controls that don’t have 100% controls to them (as in driving on ice), and inially planned on having tracks where players drove downhill. During the Alpha phase, we realized that building slopes would prove more challenging than ancipated, so we pivoted to flat tracks in varied winter environments.
There are many types of racing sports, which would make the concept of driving a rally car a recognizable one, which in turn would provide us with a broad target audience. The age-span would be broad as well, since our controls are simple enough for even the youngest players to grasp, and the planned driving experience deep enough to atract adults as well.
While the designers were busy nailing down design decisions, the other disciplines started preparing work on their end. The art team started translang the theme into concepts and detailing a list of required assets, developers started seng up the project structure, UX started working on a prototype menu, and QA supported in scrum (while waing for the first build).
The key takeaway from the project is the importance of starng to put everything together as early as possible, to have a core game that you can expand on (in our case, we had lots of individual pieces that were put together on the last week). This way, potenal misunderstandings can be idenfied early on, and save costs further down the line. Addionally, it would boost morale to have something more concrete to show along the way. We did try to have a “show and tell” by the end of every day which was a success, but having a core from the start that would evolve over me would take this to the next level.
Game Artist:
Faranak Dehghani |
Alva Steen |
Weijia Huo |
Leo (Vera) Jonasson |
Delilah Vestman |
Game Designers |
Angelina Kolovou (STO) |
Alexander Busnyuk (STO) - PO |
Jakob Ferenius (STO) |
Yiğit Doruk (STO) |
Game Programmers |
Oleksandr Yakymenko |
Erik Gafvelin (STO) |
Aphiwit Lekphet (STO) |
Adam Wretfors (STO) |
UX |
Anton Spigerhäll |
QA Marcus Pålsgård - Scrum Master |
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