BULLY PRODUCTIONS · IN DEVELOPMENT · GAMECUBE STYLE KART RACER · 1-4 PLAYERS
DOUBLETROUBLE
Two racers, one kart. The driver drives, the one on the back throws the goop, and you can swap seats mid-race. Eight characters from the Bully Productions games, three big tracks, a full garage, and four-player split screen.
The trailer: real gameplay recorded by the game itself, with its own synthesized music and engine sound.
Three tracks, a kilometre each
Every track is built in Blender from code: the road, the scenery, and the racing line the CPU drivers follow.



The roster
Pick a driver and a rider. Heavy racers are faster and hit harder; light ones accelerate. Each one has a special item only they get from the boxes.
Capybara on vacation. Never in a hurry. Somehow always first.
HOSE BLASTThe bull from the block. Horns first, brakes never.
HORN CHARGEFoul-mouthed street pigeon. Aims for whoever's winning.
PIGEON BOMBBeen driving since 1971. Has opinions about it.
ROCKING CHAIRSlow and steady. Mostly slow. Very steady.
SHELL SPINCapitan of the Isla Chillo fishing fleet. Smells like it.
FISH DROPWashed, rinsed, and furious about it.
GOOP FLOODA goop blob with a dream and a learner's permit.
GLOB TRIOThe garage
Four kart bodies, four wheel sets and eight paint jobs, each with its own speed, acceleration, handling, weight and off-road numbers. The wheels have real tread, deep-dish rims, lug nuts and brake discs.


Items






Menus, split screen, podium



How to play
- DRIVEStick or arrow keys. A or W to accelerate, B or S to brake.
- DRIFTHold R or Space while turning. Blue, orange, then purple sparks; let go to boost.
- ITEML or E. Hold down to throw it backwards.
- SWAPY or Q: the driver and rider trade places, and their items go with them.
- ROCKET STARTHit the gas as the third light comes on.
- TRICKSPress drift in the air off a jump for a boost when you land.
How it's made
- Split screen for real: every player's camera renders on its own with shadows, bloom and grading, then the views and HUDs are composited into one 640x480 GameCube frame, rendered at twice that and filtered down.
- Arcade kart physics on raycasts: grip and slide, hop-drifts with three mini-turbo levels, off-road drag, jump ramps, walls you scrape along, and karts that bump by weight.
- CPU drivers follow the racing line in their own lanes, drift the long corners, dodge puddles, use items the way people do, and rubber-band toward the humans.
- Everything is built from code: tracks, karts, wheels and characters in Blender, and the music, engine and sound effects synthesized in the game.
- Tested by robots: autopilot tests race full Grand Prix laps on every track and drive the menus; the trailer is one of those tests, recorded.
Concept and direction by Bully. Programming, procedural art and automated playtesting with AI-assisted development (Claude Code).