Delinon's Cheese-Race

Title Logo cheese

Delinon’s Cheese-Race is an arcade chaos-racing game where runners tumble and roll downhill after a racing cheese wheel.
The player will need to navigate and jump over obstacles and other runners in order to be the winner.

– Picking one of 4 characters (Shadow, Reish, Cricket or Servaas)
– Racing against the remaining characters and other NPCs (farmers, town’s guards and a moustached villain)
– The ability to steer and jump
– Basic obstacles: dirt mounds, dirt ruts carved by fallen runners
– The ability to fall
– Stopping the runner if they’re running out of bounds

– Jumping over a fallen runner’s dirt ruts give a short boost
– When a player falls, give a split seconds mid-air to decide which direction the tumble will go
– If tumbling into an obstacle – fully stop
– Visual commentary from a pun-loving Bree-Ann and a an avid eye-roller town’s guard

– Splitscreen multiplayer
– Character specific abilities 🤤
– Multiple maps

An amateur game dev with background in web dev and frontend development, as well as well based knowledge and skills in music & graphic design.

Static or modular?

I’m going into this developing adventure at the tail of playing two great rogue-likes – “Hades” & “BlazBlue Entropy Effect”.
Playing these games definitely pushed me to thinking the hill my player will be running down on can be modular.

So why not go modular?

The short anser is because I’m still a beginner game dev and limiting the game’s scope will make it easier to control, more predictable.
The alternative is going static. This will mean a fixed map with the same dirt mounds in the same locations.

How can I push for replayablity?

NPCs can have slight random factors in their runs. Wether if the angle the run at, the speed, the turn speed etc.

If I’m aiming for around 10 runners each round, this should still create enough variation and unexpected chaos.

Static it is.

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