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RPG Shooter: Starwish

rated 4.48 / 5 stars
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Adventure - RPG

Credits & Info

Jun 14, 2011 | 4:27 PM EDT

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Killer 10 Points Defeat 4000 enemies in a single game cycle
Maximum Overdrive 10 Points Use Overdrive 3 times in one battle.
Weapons Collector 10 Points Collect one of every weapon in the game.
Excessive Force 25 Points Obtain a level 61 weapon.
Grinder 25 Points Reach level 100
Modderiffic 25 Points Purchased 200 mods
Moolianaire 25 Points Possess 3,000,000 unspent moola.
Chosen One 50 Points Beat Starwish without dying.
Social Club 50 Points Viewed all endings
The End 50 Points Beat the game!
Time Paradox Secret Medal: Unlock this medal to view its details!

Author Comments

The most epic story for a Flash shooter!

RPG Shooter: Starwish is a unique blend of a shooter, rpg, visual novel and dating sim. Earn multiple endings, and listen to a wonderful custom soundtrack. Can you earn the special ending?

Play on hard mode for extra goodies!

Try out the music composer's game, Snailiad!: /portal/view/573352



Rated 5 / 5 stars

Best rpg shoooting game ever:)

Love love love this game!!!! I think its the best. Takes a long time to complete though.


Rated 4.5 / 5 stars

Flash shooter?

What I found interesting about this was that it really did work out as a shooting game. At first I thought it was going to be an RPG with all the dialogue at the beginning. Of course, that's nothing to complain about as you can simply skip it. What was cool was how there was a unique design for every level. Everything seemed kind of mundane at first, with how it was a dream, but then it got more interesting. The character designs are pretty interesting as well.

It has all the features of a good shooter in terms of gameplay. It's unique because you have little idea what is going to happen next. I am surprised at how well I did getting rid of all the bosses the first time I encountered them. Too bad I could not figure out how to even use most of the powerups. At least the gameplay was pretty straightforward.


Rated 5 / 5 stars

An incredible and deep game.

I'll explain my opinion piece by piece.

First off, game play. Well, it isn't the most amazing thing ever, but it's pretty good. The weapons were unique and let people choose their own style. I did like the fact that the secondary weapons didn't follow the same straight path as primary, so you weren't pressured to use just one for more damage, and could use it for real utility.

Being able to switch weapons in combat was a blessing. The only thing I could ask more of it is that we could choose where to put weapons, so we wouldn't have to reach over to the number eight when we wanted to use chains. I would love to be able to set up my weapons in easy use for better and faster game play.

The upgrade weapon system worked well. I liked it, it made it easy to keep things updated. It was pretty expensive though T_T. I feel like I bought every level of laser as soon as it came out.

The mods were...complicated. It would have been nicer if I was told exactly how long it would take to regenerate shields, and could directly reduce that (though with limits). Sometimes the number of mods became overwhelming as you had to consider what weapons you would use for things such as accuracy, but I'm glad you allowed for such a degree of customization. I just want it to be simpler.

The stat upgrades...I'm not sure if they affected other parts of the game, but alright, they worked for the shooter parts. Not terribly well, the main problem being the need to keep a stat maxed for the bonuses, as well as capping somewhat hindering the power. I understand you don't want us to get 100% evade or something, but 10% evade cap combined with incredibly high damage taken later on really pushes agility's usefulness down compared to reliable defense.

Alright, that's the game play. Pretty good so far, I'd give it a 8/10 if it was just that. But there are other parts of this game.

First off, graphics. Not terribly impressive, but I've never really judged based on graphics at all, simple looking games can be fun. However, for such a large game, it almost feels like it holds everything else back.

However, in cut scenes, the character art is pretty nice, it was fun and really helped show the mood of the comment, something text occasionally lacks. The best one is Tessa's angry faces. This is a strong point of the game.

Second, music. Wonderful. Well chosen. Didn't even need to listen to a song on grooveshark while playing. Another strong point.

And finally, story. I play a lot of little addictive games without any stories, and great longer games with decent stories. But this, this is incredible. It feels like you took a story, and then decided the best way to tell it was through a game. Best story I've seen so far in a online game, and this really wakes me up to the concept that games can be used to tell stories, not stories used to give games a goal.

Now, the story itself does include a lot of things, aliens, wishes, and stuff, but it's deep. It really taps down into life lessons, of why we must forgive our enemies, of why we can't be quick to judge others. Why we must have love, and friendship, why we must do things for others.

The only disappointing part of this game is that you need to do quite a bit of work to get each ending (though I guess you could just search them up on youtube), but I guess that's a way to put in more stuff for gamers to get. I personally couldn't, but each ending was touching.

Actually, each ending was enlightening. There was real, and incredible wisdom in the words following each one. They are incredible quotes, and I believe this game might have changed me a bit. That alone is already amazing, but the fact that it's a fun game is great as well. Who knew that on the internet here, playing games and wasting time, that I could suddenly realize why I must forgive my enemies, why I should stay closer to my friends?

Did one person make all of this? Incredible. I would love to see more from you. I'm humbled by what you have given us. It's a wonderful gift to be able to tell a story to change people's hearts. Good job.

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Rated 5 / 5 stars

Amazing simply amazing

the soundtrack is isnt good, its great i can tell a lot of love was put into this game
great story with multiple endings an interesting cast of characters and i love the art style


Rated 3 / 5 stars

Good, but not good enough

This game had a lot of good things going for it, but before I address them I have to point out some of the very fundamental flaws I encountered.

First of all, the lack of animation was horrendous; I was very bothered by bosses like the Ice Dragon having absolutely no kinetic motion, and just being a picture of a dragon floating around the screen. This issue was uniform with all ofthe other bosses as well. They lazily drifted around the screen firing their weapons, but their guns never moved to point at the player, they never really angled themselves, and they simply weren't very visually impressive. However, I find that to be completely forgivable. The real isue with the animation is the lack of STORY animation, with the entire arc of the game playing out completely in text. The cutscenes, which often portrayed important and exhilirating events were never more than two character portraits opposite one another on the screen, unmoving. I was extremely bothered by the copious times throughout the game when something would appear in italicized text like "The battle played out, the cannon ripped through the shields, a giant wormhole appeared, etc." Without the player ever seeing this take place. Yes, the story was good, but this isn't a novel, it's a flash game, and I really expected it to be more than text. The lack of story animation seemed to drain the story, and often I was eager to skip through dialogue that wasn't key to the plot. Unlike the lack of enemy animation, this one is not forgivable, and really ticked me off.

The second fundamental flaw is repetition. During the first few levels on Home Planet I was impressed with the environments; an underwater level, a city level, an asteroid field, the game was full of variety! But even in the early stages of the game I couldn't help but notice that the same music track was repeated throughout all of the zones. I thought of super mario, and the distinct music that accompanied the undeground levels, the water levels, bowser's castle, and how much they added to the game, but in Starwish, the one track that existed throughout the main gameplay levels got very stale. As I progressed in the game I became bewildered with the more extensive recycling. Another city level, with the same boss, another forest level, with the same boss, and just like that, the awe I had experienced from the vastly different environments was gone. I also couldn't help but notice that throughout the entire game the base enemies never really changed. After only a few levels, I had seen every single non-boss enemy that I would see for its remainder, the mines, the ground cannons, the drones... It seemed that with a few small exceptions the enemies were irrelevant to their environment as well, and for the most part I saw the same array of foes underwater as I did in the acid swamp. Again, I was very ticked off. The only that makes this forgivable is the wonderful amount of variety found in the weapons and the wonderful ability to buy modulators and level and really make the game your own; I was very puzzled that part of the game could have such unique and nonlinear aspects while the main levels became so dull and repetitive.

I believe the key issue here is laziness, which everything can boil down to. You could have put animation in, but didn't; you could have made new enemies, but didn't, and you could have had a unique environment and unique boss for every single zone, but you just didn't do it.

My final grievance before I can get on to saying some nice things is how the levels related to the story. After the dramatic arrival of the firebolt on enigma, the cutscene ended with the dilemma of having 4 days to evacuate the planet. Then, the next mission was just killing a bunch of enemies and the recycled Monolith boss in a ruin level, after which the plot advanced. That left me thinking, "What the hell did what I just do with my ship have anything to do with the plot?". Like so many other things, I was ticked off.

I have some more things to say but I'm out of room; message me for more.