Quidditch is definitely one of the things I most enjoy about the harry potter series.
I never thought a computer game could be implemented that would be able to be nearly as fun as reading the quidditch games in the books.
Heh, I can't tell whether you're saying the game is fun or not! Hopefully it is though.
-Could you implement some scrolling, so the map is a bit larger?
What's weird is that my original plan did have scrolling. Actually, if you look at the painting code, I have a boolean you can change so that the view is zoomed in just enough to keep both players visible instead of showing the whole field. It feels like a completely different game, and I recommend you try it (full disclosure- I added the quality control after that code, so it might not work right out of the box). In the end, my fundamental goal was to keep things simple, obvious, and fun, so I chose to show the whole field.
-I know it is Quidditch one-on-one, but, instead of just two players, have 2 teams, but you can switch between which player in your team that you can control (like soccer games), while the rest are AI controlled.
I thought about that as well, and that would definitely be in any updated version, but my simple AI is dumb enough that you'd just have a jumble of players all doing the same thing- there are definitely ways around that, but I went with the bare minimum I could accomplish instead of adding features I thought would be awesome that would keep me postponing the release.
-Get knocked back in the direction the bludger travels, further depending on bludger speed, if you get hit hard enough in the head you get knocked to the ground (and possibly knocked out, so you have one less player on your team (if you do have teams).
That's a really good idea, and not hard to implement. I probably should have gone that way instead, but my focus has shifted so I probably won't have time to add it to this version. Actually I also originally wanted to try to implement the Wronski feint so that players could hit the ground, but again, in the end I went with simplicity, so I had to cut a ton of features for time and sanity's sake. Maybe in the next version.
-Hold down bludger button for power (like in worms with bazooka)
-Hit opponents with bat
Again, it's weird how much you're in my brain. Both of these features, along with the scrolling, were a part of my original idea- but simplicity won in the end. I had some short-lived grand schemes of having a penalty system where you could hit opponents with your bat, but you had a chance to be "seen by the ref", which would allow your opponent to shoot a foul. But, I wanted to keep things obvious and not confusing, so I scratched it and just allowed the players to push one another, not hit one another.
-make snitch a lot harder to catch
Yeah, I explained this above so I won't harp on it, but I probably should have made it harder to catch. I wanted to make sure the games didn't last too long and get boring, but maybe I overcompensated.
-Movement is awesome, keep it like it is.
That's awesome to hear, as it's one of the things I was wondering about. I thought about making it so the left and right arrows controlled the angle of your broom and the up and down arrows controlled speed, but I thought that might be clumsy or confusing. Maybe in another version I could have that as an "advanced controls" option, maybe with the bonus that you could go faster if you used it (like choosing manual transmission in racing games).
Thanks so much, and thanks for playing!
Hopefully I can eventually find an artist to help out with the next version, because I'd love to implement all the great suggestions I've heard!