sort of reminds me of an intense version of Galaga.
you will, of course, need to do something about that "mash all the keys at once" strategy. otherwise the game will be way too easy. perhaps check for and process keystrokes in a particular order, and only process one per "turn" (main game loop iteration).
the simple yet fun game play mechanic you described should allow you to not only get the basic game up and running, but also leave time for some spit and polish.
its one thing to get to the alpha test level of completeness in a game project, its quite another to get to the near-release level of completeness.
a smaller project will let you get to near-release faster. and allow more time for higher quality.
Its also very important to remember what i said: My goal is not to create a good game, but an OK game
I have decided this to be my "career signature/motto".
Its very hard for all of us including me to see how difficult this game actually is to beat, by only judging from text.
This game is more like a prototype for this gameplay design as well as my own made genre P&CC.
Wich means, if this "game" gets acceptable scores (3/5) or more, i will develop full sequels with story-campaign and other franchises
utilizing P&CC and "Button-Combat Gameplay" variations.
or that you get new people on your team, and all of these are different. a gunner for instance. one gunner is more sensetive to stress and misses more shots then the other, but once he hits his shots are stronger. these differences can also give them dignity or purpose if you like that word better
You are a spaceship that have to survive 6 stages filled with fast-moving enemies, the difficulty is merciless and you only have 1 life. It is supposed to be this way, difficult.
Its a like a Sci-fi arcade version of Dark Souls.
Some enemies dont vanish when you hit their button, and these must either be clicked on or avoided and the player must self find out wich of these two actions must be done, in time before it hits the spaceship. Various enemies gives various points when destroyed. After the 6 stages, the 7th stage is the boss battle where you confront an enemy-ship. Here you must do a P&CC (Point-&-click Combat), wich means pressing the correct areas on the enemy-ship in right following to destroy it.
The joy in the game is to get a high-score, and to see how capable you are in this stressful and tormenting game.
To see if you are a player capable of surviving until the boss fight. To make you feel good and cocky
Since this is a simple gameplay, then of course the game doesnt include a story-mode and it only includes 6 stages to not make the game repetetive.
It is after all, an arcade...........where "smashing buttons on the keyboard" will only give you a deep-in ass-pounding
I always laugh at this topic. The very concept of an "idea guy" as artist is ridiculous.
Have you ever heard a painter/writer/photographer/director/sculptor say "I have a really great idea for a painting/story/photo/movie/sculpture" and then expect someone else to do all the work for them?
No, you have value when you produce something.
where did you get that from? did anyone here claim that?