Need more levels!

There hasn’t been much exciting progress on Swipecart since the public alpha testing release. I’ve been in full grind mode trying to come up with more interesting puzzles and obstacles to keep your little dudes from the finish line. Its a real design challenge trying coming up with ideas that are fun yet challenging, and even more difficult is trying to constantly keep the player from becoming bored.

To keep you, the reader from getting bored, here are some track obstacles that are currently being implemented or are in the planning stages.

  • Icy track that crumbles
  • Rolling snowballs
  • Slow pads/patches
  • Reverse springs
  • More snow

And here is a nice gif of what happens to ice when a half ton mine cart rolls over it:




Tantalizing! New screenshots will follow with the next update.

Swipecart Alpha v0.0.11a update

An updated version of Swipecart has been released that fixes several important issues and adds a few things to the current alpha release.

  • Fixed exploit allowing the skipping of levels (oops)
  • Fixed exploit allowing unlimited gems (double oops)
  • Just plain took out all developer commands
  • Added help button to editor
  • Added portrait clicking and set swapping to the garage UI
  • Added BATS 
  •  bat_animated

Get Swipecart Alpha v0.0.11a here for Windows PC.

In addition the HTML5 Browser version has been updated to 0.0.11a, though there are issues with syncing profiles with the web version. You may need to clear your browser cache to see the latest version.

Here are a list of things currently being worked on:

  • Mailing items to other players
  • Rewards for finishing collections
  • Achievements
  • A guided story/quest journal
  • A score attack/infinite runner mode

Stay tuned for more updates on the current state of the game.

Swipecart Alpha v0.0.11 Released

The Windows PC alpha release of Swipecart is finally ready to be thrust into the wild like a newborn animal, forced to survive for its rightful place in the indie game food chain. In other words, the alpha is available here and will henceforth be available from the main site. There are a few niggling issues that need fixing in a small hotfix update later this weekend and those changes will be documented in a later post, as well as a list of upcoming features and things that are being worked on.

What is Swipecart?

Blog posting, commence! Its finally time to start writing stuff here about the progress of Swipecart. I’ve finally gotten around to setting up social media profiles for the project, as well as getting involved with promoting the game. I’m not afraid of the internet, I swear, just too busy. In other words, time to start whoring myself unceremoniously.





Clicking any of these wonderful buttons may possibly get you candy. Lots of candy.

Now for the part where I write about what Swipecart actually is. Its the crazy idea I came up with while waiting in the lines for rides at Disneyland. This was of course not the ideal time to brainstorm about a video game seeing as how I was on my honeymoon, but none the less as soon as I returned home I began prototyping a game about mine carts.

This is what Swipecart looked like after about a week of fiddling with box2d in Gamemaker Studio and finally getting the cart not to explode into a twisted mess with the wheels flying off at 200mph.

swipecart_june_2012Note: Hitting lanterns, edges of track, angles larger than 15 degrees and anything else that may frighten the cart CAN result in the wheels deciding to detach sporadically and the cart to begin having seizures.

At this point it really wasn’t very fun. It was janky and pretty ugly to boot, but I thought the concept of building up speed and braking the cart at the exit could provide for some interesting gameplay and puzzles. I kept working for the rest of my post honeymoon vacation time, and even got my wife to help design the sprites that would become the basis for the entire concept. Once the cart movement had been smoothed out and the physics were actually starting to feel good, I knew there was something there. I should probably mention that this was the first video game project I had ever actually attempted besides the odd prototype, so I had no idea what I was in for.

Originally I had the notion that cute animals were the hot thing and the working title for the project was Minecart Moles. Each mole would have different abilities and allow you to complete harder and harder tracks. I don’t think people really like moles. I’m sort of indifferent to them, but besides having alliteration going for it, the concept was kind of weak. Then I had the idea to try and take the game semi seriously, and created the whole concept of a sport around racing mine carts in a tournament type setting. And thus Swipecart was born.

A year later, and this is where we’re at:


Stay tuned for more insights into how Swipecart got to where it is today, as well as updates on current and upcoming features being added.