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(+1)

I've always sucked at arcade games, and here's the proof:

Nice to see the project progressing. Point counter immediately adds new goals; I couldn't quite grasp the point logic, but I assume it's still under construction. And as I previously proposed multiplayer mode: local multiplayer would do just fine. This could be a great co-op hassle with players shooting each other by accident while trying to survive.

Ideas for minor improvements:
- Control scheme is mentioned only during startup screen. It should probably be visible from main menu also.
- In game over screen, 'y' should restart the battle immediately without going through the main menu ('n' could take to menu). This would greatly enhance the trial-error flow. 
- I faced a bug, where ships no longer appeared, and the point counter just kept rolling until I quit the game (see the image above).
- F (full screen) and C (weapon change) are pretty close each other. And clumsy as I am...

Great job! Looking forward to new versions. I try to find the time to play some more and give additional feedback.

Haha, yeah there was a bug with the score counter . . . and of course I found out about it after I already pushed the game out. The score used an Integer variable type and Qbasic can only use it up to a value of 32,767, so once it goes past that, it goes negative. So no worries, it's already fixed for the next demo.

I've been reading about the multiplayer possibilities with QBasic and it seems that at the very least I should be able to do a High Score board on a website or something. Not sure if I'll be able to expand beyond that, but I'll look into it.

All of your feedback I've added to my spreadsheet and some of the things you've mentioned I've already addressed.

Regarding the Y/N option at the end: So Scrapship is sorta rogue-like in that the player is only intended to have one life. If you die, that's it. So that's why it only loops back around on a Y input and quits on an N input. I should probably make it more clear that N quits the game.

This concept is not set in stone though -- I'm constantly adding and getting rid of features until I find a combination I like.

I should have a new demo by the end of the month.

Thanks again for the excellent feedback!