The Indie Game Magazine September 2015 | Issue 53 | Page 14

to be of blue shells?) Hamilton: From the beginning I had a clear rule that I wouldn’t add a “Blue Shell” type weapon, I always hated that it would appear on the final stretch of the final lap if you did too well in a race; I understand why it exists, but I always felt it was unfair and punished you for playing well. Current weapons in there right now are Chili boosters, straight line projectile Melons, heat-seeking Loconuts, melted Gelatos (Gelati?), and lobbable exploding Pineapples, with more weapons to come soon. The one I’m most looking forward to making is the Chook-Shot, a grapple-hook chicken hybrid that will latch onto the kart in front of you and pull you closer to them while slowing them down. IGM: I know characters had particular kart classes (such as heavy and light racers), but how much wiggle room is there as far as customizing karts to suit a player’s needs? Hamilton: Actually there aren’t any kart class differences right now, there was but 14 I leveled them all out just before Early Access as I didn’t want someone coming to play their favorite character and being disappointed by how they handled. In a near-future update I plan to put less varied kart class differences back in, based on each character’s bulk, while adding some sliders to choose the balance that each individual player prefers to have. it on another player, by crashing into them, before the timer runs out and the bomb explodes. Other arena plans I’d like to keep as a surprise for the game’s backers. IGM: What do you look for in a kart racer soundtrack? What types of tunes should we expect to hear in Super Indie Karts? IGM: Can you detail some of the differ- Hamilton: A lot of the music you’ll hear ent battle modes in the game, and their in SIK are either awesome tracks from the crossover games that already magically rule sets? fit a racing game perfectly, or remixed Hamilton: In the Early Access build cur- versions made specially for SIK. On top rently available there are two arenas. The of that, there’s also some original music first is a standard weapon jar fight where being created by Pongball who has an aceach player has 3 health points. The seccomplished SNES sounding portfolio and ond is a punch up mode where each kart is a perfect match for a project like this. has boxing gloves attached to the front, each player has 7 health points, while the IGM: Is there a particular reason you chose arena size is smaller than the first arena. to develop the