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Tiny Turbo Cars

Created by Horrible Guild

A frantic racing game where you use sliding puzzles to program the movements of your remote controlled toy cars!

Latest Updates from Our Project:

The race is almost over! One stretch goal down, another revealed! Mini-game #14!
about 3 years ago – Tue, Mar 16, 2021 at 08:53:45 AM

Hello Racers!

We're back from the weekend with a lot of juicy news! The final 48 hours of the campaign have started, and as is tradition we're seeing a huge boost with lots of pledges coming in. Now's the time to spread the word with your friends, if you didn't already!

Before we move on to the other news, let's analyze in detail the solutions to our last 2 mini-games. in mini-game #12 you were racing with the Bird Racer, 3 Batteries, and 3 Energy Shield tokens. Let's take a look at the three options!

Option A starts with a Turbo 3, hitting the keyboard and losing its first Energy Shield. Then 1 left, 2 forward, 1 forward (hitting another obstacle and losing its second Energy Shield token), 2 left, 1 forward (third collision, third Energy Shield gone) before closing the turn with an increased missile, which moves it 2 spaces forward.

Option B starts strong with a 2 right, turbo 3, jump over the shoes, left 2... then things start going slightly wrong. 2 forward against and impassable obstacle (1 Energy Shield lost, and only 1 space forward actually moved), then 1 backwards, 1 right, 1 forward. Then Bird Racer can then trigger its special ability, "teleport" some spaces to its left, then spend its 2 remaining Energy Shields to move 4 spaces forward.

Option C also has a strong start. 2 left, 1 forward, 2 right, 1 forward, jump over the obstacle, 1 forward with the missile command, then 2 forward into the obstacle (1 Energy Shield lost) and a useless decrease command. The Bird Racer's ability allows it to teleport 1 space to the right and spend its 2 leftover Energy Shields to move 4 spaces forward.


The three options were quite close, but in the end the correct answer was option B, as you correctly guessed! And now, let's also take a detailed look at the answers for mini-game #13, in which you were racing with the Die Liner and had 3 Batteries.

Option A was a great option. 2 forward, 1 left, then another 1 left (a 2 left actually, decreased by the carpet) followed by a Jump 5 command (2 jump + 2 spaces for the double increase because of the Die Liner + 1 space for the Crayon Booster), allowing it to prevent any damage coming from the Treefolk, followed by a Turbo 3 and a couple of 1 forward movements.

Option B was also a strong choice. 2 right, jump, then a Turbo 6 (3 for the full Battery pool + 2 spaces for the double increase because of the Die Liner + 1 space for the Crayon Booster) also preventing any Treefolk damage, but then things go slightly wrong with a 2 forward reduced to 1 because of the carpet, 1 left, 2 left reduced to 1 by a collision, and 1 right, ending just 1 space behind option A.

Option C was not a great choice, let's face it. A great start with a double-increased 2 left command (albeit crashing into an obstacle and losing a Battery), followed by a 2 forward and a turbo 2 that unfortunately ends right into the Treefolk... this means 2 more batteries lost, and the rest of the turn that needs to be spent to recover battery power.

As you can see, Option A was the correct answer, and we're happy to say that you guessed this one pretty easily, just like the one before! This means that our latest stretch goal, the Darts Hook and Spanner Power cards, have been unlocked! And now, it's time to reveal our final stretch goal... and it's one more additional Racecar!

The Bomblin is a weird one. This chaos-inducing squad of goblins can actually use the Blank command to assign an "Explosive Potion" token to the leader of the race. A player can have more than 1 Explosive Potion assigned to them, they can't get rid of them, and they must put a Blank command in their own programming each round to deactivate them all, or they get 1 damage for each Explosive Potion they have!

To unlock this stretch goal, you'll have to beat mini-game #14! It is of the "social challenge" kind. Like the previous ones, there are no pre-compiled controllers: you must use our virtual controller to program the movements of your car and race it as far as you can! You are racing with the Monster Hunter, you have just 1 Battery, and this is the track you'll have to deal with:

Remember: If you land on one of the "monster" tokens on the track, your current command is immediately interrupted and you must apply the effect of the token you're raced into immediately!


You have 120 seconds to program the movements of your car for this puzzle. When you are done, take a picture (or screenshot) of your virtual puzzle controller, then submit your answer with this form making sure to specify the number of the column that you were able to reach. This number will also be your "personal score" (reaching column #10 --> 10 points). We will unlock the Bird-Racer if you will collectively obtain at least 300 points in total as a community (each person can only submit 1 score)!

Since the end of the campaign is approaching, we are also asking your help to spread the word about this project as much as possible and bring more backers on board! As an additional mean to unlock the Bomblin, you can also share this facebook post with your friends! Each reshare will also count as 1 point towards the results of this social challenge!


Until next time!

Sincerely,

the Horrible Team

Mini-game 12 update! A new stretch goal reveal!
about 3 years ago – Sat, Mar 13, 2021 at 11:02:50 PM

Hello Racers!

It's another saturday! This means that this will be yet another "shorter" update and that we will take a break on sunday (so no update for tomorrow).


Let's start with something really funny. In case you missed it, yesterday we livestreamed a Tiny Turbo Cars game with 4 special guests: Jesse, Jan, and Devon from Quackalope and Alex from BoardGameCo! Easter eggs, teleporting game boxes, plot twists, this is a stream that will surprise you from the get go!

Onward to our next topic! You didn't really have many issues with mini-game #12 and quickly identified option B as the correct answer. This means that you already unlocked our latest racecar stretch goal... the Flying Wish! We'll be once again giving a break to our graphic artist, so we'll show you the detailed solutions to this puzzle on monday.

For our next stretch goal, we'll be adding 2 more Power cards to the game: the Darts Hook lets you force the race leader to move 1 space backwards while moving 1 space forward yourself; the Spanner, instead, saves you some time if you run out of batteries by immediately allowing you to gain 2 back (so you will only have to lose 1 command to recover the third battery before you can restart your race).

These 2 cards will be unlocked if you solve our next mini-game, of course! This is another "classic" puzzle mini-game. You are racing with the Die Liner, you have 3 Batteries, and you will have to choose 1 Controller out of the 3 available! Your goal is to find which option allows you to move the most spaces forward, and this is the track you'll have to deal with (note that it includes the recently unlocked Treefolk Junction):

Remember: The Die Liner lets you apply your Increase command twice in a row! Also, the tree figures on the TreefolkJunction are special obstacles that deal 2 damage instead of 1 and also deal 1 damage if you Jump over them! The only way to prevent taking damage from them is to go straight through them with a movement of 3 or more spaces (you can also avoid them altogether, of course)!


When you think you have the correct answer, post a comment below this update (not on the main campaign page) simply stating which option you choose: A, B, or C! If we'll see at least 30 correct answers, we will unlock the Darts Hook and Spanner additional Power cards!


That's it for today's update, which is also the last weekend update of this campaign! We'll take our final sunday break tomorrow. Have a nice weekend, racers! See you on monday!


Until next time!

Sincerely,

the Horrible team

Additional Junction boards unlocked! A new racecar stretch goal! Mini-game #12! Also, we're live RIGHT NOW with Quackalope and BoardGameCo!
about 3 years ago – Sat, Mar 13, 2021 at 11:01:12 PM

Hello Racers!

You juuuuust barely did it... not a lot of scores were submitted this time, compared to the previous mini-games, but the average performance you achieved was quite good... it seems that you're getting quite good at this game! Anyway, with exactly 300 points obtained by the community, the 2 additional Junction boards have been unlocked!

Keep in mind that the art shown for these Junctions in our previous update is still work in progress. The final board will have a "chalk sketch" look, as if kids drew these additional hazards on the floor of their home, the same effect that will be applied to some of the more outlandish hazards of the elemental boards, like fire... safety first, racers!


Before moving on to our next topic, let's take a look at a couple of highlights from the scores we received from the community in the latest mini-game!

Paco avoided the water split with a 1 left-2 right combo, followed by a 1 forward and a jump over the pig toy... landing on a Crayon Booster with an increased 2 forward! A 4 space movement, nice! The turn is concluded by a Missile command (hitting the Brick Gang to the left and gaining an Energy Shield) and a Turbo 2 reduced to 1 by the carpet. By spending the Energy Shield token just obtained, Paco was able to reach column 14.

Michael, instead, went straight ahead into the water split, recharged to 3 Batteries to perform a full-power Turbo, then turned right (instead of left) onto the Crayon Booster, 2 forward, 2 left (instead of right), a well-placed Missile command hitting the Brick gang, and then 2 right (instead of left) before spending the newly acquired Energy Shield to reach column 15! Another very well-executed turn!


And now, it's time for mini-game #12! Today we go back to the basics... you are driving the Bird Racer, you have 3 Batteries and 3 Energy Shield tokens, and you will have to choose 1 Controller out of the 3 available! Your goal is to find which option allows you to move the most spaces forward, and this is the track you'll have to deal with:

Remember: The Bird Racer allows you to freely move your car sideways at the end of your turn and make it land on a free space before spending your leftover Energy Shield tokens to move forward.


When you think you have the correct answer, post a comment below this  update (not on the main campaign page) simply stating which option you choose: A, B, or C! If we'll see at least 30 correct answers, we will unlock a brand new Racecar... the Flying Wish!

The Flying Wish comes with 1 Twister token. Whenever any racecar passes over it, it immediately performs a "Jump 2" command (which is equivalent to an "Increased Jump"); in this case, "immediately" means that the command it was executing is interrupted, if needed (for example, if you are applying a "2 forward" movement but you land on the Twister after just 1 of the 2 steps of the movement, the second step is lost).


One final reminder: we're live RIGHT NOW! Tune in to see game designer Hjalmar Hach play the game with Jesse, Jan, and Devon from Quackalope and Alex from BoardGameCo!

That's it for today's update... see you tomorrow for our last weekend update!


Until next time!

Sincerely,

the Horrible team

Another racecar unlocked! A new kind of stretch goal added! Mini-game #11!
about 3 years ago – Thu, Mar 11, 2021 at 11:29:07 PM

Hello Racers!

You finally did it! With a little help from our side, Mini-game #10 was solved, unlocking the associated stretch goal... a new monster-hunting Racecar!

The correct answer was Option B, as you eventually figured out, but since there was once again a bit of confusion while finding the correct answer for this mini-game, let's take a detailed look at all three options now, shall we?

Option A has a great start thanks to the Hacked Power card (even if it takes 1 damage) and the Increased Jump, but then takes a right turn against the wall (second damage) and it only has 1 Battery when it uses the Turbo. Finally, it gets a bit stuck on a carpet.

Option B starts slower (a 2 diagonal movement decreased to 1) but then makes a great jump, moves out of the carpet without penalties, makes the most of the Air Bags Power card to ignore the collision with the toilet paper and move 3 spaces forward with the Turbo, before completing its turb by safely cruising over the carpet and overtaking option A by just 1 space.

Option C starts a bit like option B, but after the Jump, when the effect of the Fan Power cards kicks in to increase all of its following movements by 1, it starts a diagonal movement on a carpet (so, it still only moves 1 space), then uses the Turbo to crash into the toilet paper which stops the movement once again to 1 space, then is slowed down by a carpet again for its final command, ending its turn just 1 space behind option B.

And now, onward! To our next stretch goal! Today we're breaking our traditional stretch goal routine with a different kind of addition: 2 additional Junction tiles, like those that you can find in the Adventure Crew and the Space Team expansions!

The "Treefolk junction" features huge, magical tree monsters acting as particularly nasty obstacles. They deal 2 damage if you hit them, and even if you try to jump over them, you will still take 1 damage! The only way to fully avoid them is to move fast! Any movement of 3 or more spaces will let you pass through them without stopping or taking any damage.

The "Archers junction", instead, lets you use those hiding warriors to your advantage. If you pass over a space containing an Archer, you immediately shoot "arrows" (that work just like regular missiles) in all 4 cardinal directions (front, back, left and right)!


These additional jucntions will be unlocked through a mini-game of the "social challenge" kind. You know the drill at this point: there are no pre-compiled controllers, and you must use our virtual controller to program the movements of your car and race it as far as you can! You are racing with the M1 Furry, one of the racecars from the core game, you have 2 batteries, and this is the track you'll have to deal with:

Remember: With the M1 Furry, when you use the Missile command you shoot a missile in all cardinal directions (front, back, left, and right). In addition to that, if you hit an opponent's racecar with any of these missiles, you will gain 1 Energy Shield token, that can then be used to prevent damage of gain a speed boost at the end of the turn. And note that there is another car on the track... wink wink nudge nudge 😉


You have 120 seconds to program the movements of your car for this puzzle. When you are done, take a picture (or screenshot) of your virtual puzzle controller, then submit your answer with this form making sure to specify the number of the column that you were able to reach. This number will also be your "personal score" (reaching column  #10 --> 10 points). We will unlock the 2 additional Junction boards if you will collectively obtain at least 300 points in total as a community (each person can only submit 1 score)!


Until next time!

Sincerely,

the Horrible Team

Monster Hunter racecar update! A free stretch goal! More live streams!
about 3 years ago – Thu, Mar 11, 2021 at 04:47:26 PM

Hello Racers!

Oops! You did it again... there has been a bit of confusion regarding mini-game #10 and we are sorry to say that the Monster Hunter has not yet been unlocked, with many backers going for the wrong answer to our latest puzzle... but there are some backers who did choose the correct answer and warned the others about their mistake, and we see a growing number of people voting for the correct option.

Remember to take into account all environmental variables (like carpets and obstacles) and the interactions of the available Power cards with the aforementioned environmental hazards AND with the commands available on the provided puzzle controller! The three options are very close in terms of final distance traveled, but one of them is just a tiny little bit better than the others... and it may not be the one you would think at first glance! Ok, we've given you enough hints now 😜

To console you from the bitter disappointment of an update without any unlocked stretch goals, we are giving you another one for free: we're adding 2 more Power cards to the game! The Carpet lets you place an unexpected obstacle on the track at the end of your turn, in the form of a 2x2 "Carpet token". This token must be placed on free spaces (no covering other obstacles or hazards) and will act just like any other Carpet, slowing down any racecar starting a movement from its surface. The Thruster, instead, allows you to perform an extra "2 forward" command at the end of your turn, just before you spend your leftover Energy Shield tokens.


Today we are also glad to announce that we will be streaming a few more live games of Tiny Turbo Cars, starting this friday when we will be streaming not one, but two games!

  • At 10:00 CET / 04:00am EST / 01:00am PST, we will be guests of the fine folks from Tabletopia on their own Twitch channel for a brief intro + explanation and a full game with game designer Hjalmar Hach!
  • At 18:00 CET / 12:00pm EST / 09:00am PST, we will host stream a game with a few special guests: Jesse, Jan & Devon from the Quackalope team and Alex from BoardGameCo! This game will be streamed on our own YouTube, Facebook, and Twitch channels.

That's it for today's update! See you tomorrow... hopefully with the solutions to mini-game #10.


Until next time!

Sincerely,

the Horrible team