ASCII Space Commander by Hjalte
ASCII Space Commander is a game, that takes place entirely in the console/terminal. In the game you play as a Space Commander on the hunt for enemy ships.
Gameplay includes:
Dodging projectiles, blowing up spaceships, strategic aiming and more!
Screenshots: http://www.realfast.dk/2018/04/24/695/
http://www.realfast.dk/wp-content/uploads/2018/04/screenshot.txt
Genre:
Text-based real-time strategy space shooter.
Controls:
It's input-based so you just type into the console.
You can get a list of commands in the game by typing 'help'.
Tools:
Visual Studio
Pastebin!
Downloads:
Get 'original'. If it crashes try the other one.
Ratings
| Given | 2🗳️ | 3🗨️ |
Keep coding :)
I was so exited about an ASCII game in a CMD window.
Please fix this! My curiosity is exploding!
Would be awesome if you could answer some of those questions, since we're not quite sure what to fix atm :)
Here's a screenshot, my computer is in spanish but it says to keep in mind that this value depends on the screen resolution and the font of the console.
I'm running it on a Dell Inspiron 15 with Windows 10.

I hope you can find a way to work it and this problem is not something too generic for the rest.
If there's anything else I can do to help you just send me a message ;)
GOOD LUCK!
Oh and thank you so much for actually replying back with useful information, that was awesome!
But I can see how much went into it, never thought I'd play a scrolling space game in a console! I also liked the attention to details such as the visual countdown on the guns or the little jets when moving in a direction.
It also was slightly buggy on my end since I never managed to take a single shot, but that could also be a user error on my part. So overall I'd say it has potential but it needs to ease the players in with some kind of tutorial or first mission. This is how I'd design it: First, you are given a visible field on the grid to move to, maybe just something 5 cells east of the starting position, so players can learn how to move and how to stop. Then I'd have them move to a target range with passive, immovable targets to practice coordinate based shooting. The first enemy encounter I'd make also very simple, where the player would need to position themselves with the enemy shots doing little damage. Upon destroying them, they'd drop some cash/XP/cargo you can pick up by flying over it. Repeat this some more but balance it in a way that either a) the player has a chance to win a fight if they make one typing mistake, or b) that players can earn enough cash to purchase stronger shields, weapons, etc.
Sorry for the lengthy post, so here's a video of me getting very annoyed ;)
https://www.youtube.com/watch?v=md_wmDhaD_w
Oh man, what a shitshow! We basically coded all gameplay on the last day with no playtesting. God, didn't realize it was this bad...
You're almost invincible when moving, so it's best to be moving at all times, which we obviously didn't communicate in any way.
We should've definitely done something like you suggested, so the game wouldn't be so horrible... Oh well, glad you liked it for the effort, since that is basically the only redeeming thing about it, haha.
Thanks for playing, it was really cool to see!
It happens. I was just getting pretty frustrated with not being able to shoot ;) Sadly, there's hardly enough time to make a functioning game and unless you're in a big-ish team, real "design" of it all comes last, in my case often even after audio ;) Still you have a nice foundation for a console based space shooter.