Only you can destroy the evil space baddies and rescue the King of the Earth’s beloved biscuit tin! Blast your way through 28 varied levels full of enemies, traps, lasers and explosions in Son of Scoregasm, the fantastic new shoot-em-up from Charlie’s Games. Save the galaxy, rescue the biscuits, defeat the boss contraptions and challenge the world on the online leaderboards.

Available for PCs and no longer available for PlayStation Vita :(

Trivia

  • Son of Scoregasm came about after I was contacted by Shahid Ahmad who was working as A&R man for Playstation at the time. He’d apparently seen me either talk or be interviewed on stage at an event in London and had like Scoregasm when he played it after the show. He offered me some free PS Vita dev hardware and a contract to make a game for it. This was to be my first game on console and the PS Vita was a really cool piece of hardware.

  • Before Son of Scoregasm’s launch on playStation Vita I wrote a piece about the game for the Official PlayStation Blog talking up the game and the Vita. The Vita worked well for this game, not just because of the lovely oLED screeen, but the short range of travel on the analog sticks made it easier to move and shoot. Shoulder buttons were a bit spongy mind ;)

  • Son of Scoregasm took a very long time to get finished. I had most of the game finished in 2014, but started to suffer from migraines which limited my ability to work quite severely for a time. The game was eventually finished in the spring of 2017, and took 4 months clearing cert at playstation before a release date was set for that October.

  • The original plan for the game was for it to have four distinct zone, sky, land/nature, space and abstract, each one having it’s own themed area for that set of levels to occupy. In the end only the sky stage made it.

  • John Marwin’s soundtrack was written just for this game. It’s a bit more moody than the original Scoregasm’s soundtrack. Take a listen here.

  • The original Scoregasm had a lot of transition screens going between menus, gameplay, status displays etc. so i wanted to remedy that in this sequel. Son of Scoregasm takes place in one continuous area, with menus, levels, interludes etc. all happening naturally with no interruptions. This made the game much quicker to get in and out of and generally made the whole thing feel much smoother.