Inspiration
I just wanted to make a very competitive racing game because of how addicting it is, but multiplayer was not an option. So the next best thing was ghosts. It was completely built on a simple idea of a "top-down 2D racing game with ghosts and a level editor". I didn't even look at other racing games. Maybe once for some control ideas.
What it does
You drive tracks in your nice Snoo car, and each round you are assigned players that are on the same level as you. You climb the leaderboard and then create a track yourself, or a championship.
How we built it
Codex, Antigravity, nicotine, and a lot of testing. We used llms-full.txt for the agent from Devvit.
Challenges we ran into
Performance on the Reddit Android app, for example.
Accomplishments that we're proud of
- The first to make a ghost racing game on Reddit!
- Not overthinking and not trying to think too much in advance to fix things that were not going to be a problem.
- Championship creation.
- Ease of use.
- Level editor.
- Community.
What we learned
People are creative, and creative in hacking your game in different ways. If the game is good - people will still love it.
What's next for Spino Ghost Racing
I will keep improving the performance and allow an insane amount of laps. I will try to keep the core of the game the same, as this is the best part. Of course, flairs also (they didn't make it into this release).
Major updates
As the game was released just a few weeks before the start of the competition, here are some things that were added across 4 new versions:
- CHAMPIONSHIP creation for players.
- IN-GAME MOD PANEL to handle championship approvals, suspicious user time deletions, and user banning.
- TRACK and CHAMPIONSHIP browser.
- PERFORMANCE improvements (including playing smoothly in the Reddit app now).
- A LOT OF bug fixes regarding tracks and the UI.
- SHORTCUT to restart levels faster + other conveniences.
- SETTINGS to add your own ghost, remove other ghosts, and more.
Built With
- antigravity
- codex
- devvit
- html5
- typescript
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