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Ah cool! Glad to see that someone else has heard of Qbasic! :)

The game has some explosion animations, but you're right, the enemies basically just disappear from the screen when shot down.  Animations are still on my "to-do" list.

Difficulty seems to be a recurring criticism so future versions will have a difficulty adjustment. It's hard because on the one hand, you have really casual top-down shooter players and on the other you have the hardcore shmuppers that love bullet hell, high scores and 1CCs.

Thanks for playing and mentioning Construct! I've been wondering what would be a good game engine coming from a Qbasic background.

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Well, Construct is waaaaay easier than actual programming. For me that's a plus, but not sure if that's your cup of tea. It's an event-based system. I discovered Construct 2 when I was finding tools for a game-dev class that I taught for a few of years. What I love about it is though it's very easy to use and learn, you quickly run into all the same problems that you would in programming. It's really good for teaching students (high schoolers in this case) the core concepts of programming, without getting lost in syntax.

I ultimately found it was perfect for me too! I prefer art, game design, etc over raw coding. This scratches my coding itch JUST enough without frustrating me.

That said, I use Construct 2 currently, which is going off the market very soon. They've had Construct 3 for awhile, and are switching full focus to that. Unfortunately, it's software-as-a-service vs the one payment for C2. C3 looks really great, but for now I'm holding out. (That may change eventually, I just am not a fan of rental software... urgh.)

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Yeah, the "rental software" model that some of these game engines use is ridiculous. I think that's why a lot of people are moving over to open source stuff like Godot.