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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

Much more then just a flash game

I must say, I have never seen a game with so much work and emotion and thought put into it. Everything about it was breathtaking.

The story itself is complex, with many twists, and extremely interesting.
The shooting, and the upgrade system was extremely fun and well made.
The characters were almost literally living!
The music... well, let's just say I want to know where did you get it from.
And the art is unbelievably good!

I never saw so much of work put into a game, and in every aspect too. Hopefully, we'll see more of your masterpieces, although it can hardly be better than this.

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Rated 5 / 5 stars

I couldn't even fit my whole review in the text bo

I wrote a 1400 word review, but it didn't fit, so I'll give the highlights.

Gameplay- Solid shoot 'em up action. I like how the levels are basically a bunch of templates with their own quirks, while the levels that use the same template are still different from each other. That said, it should have been clearer which objects were just the background and which ones were obstacles. More contrasting colors would have helped.

I like the mod system, it really opens up the possibility for experimentation. However, why couldn't we get them all earlier? Same with weapons? It would be easier to make the build we want if we could have that.

Story- You showed a great deal of intent here, a very impressive amount. The way it went form a sci-fi story to a fantasy one, the fact that each character was important, and the overall scale and feel all showed great attention to detail. Your efforts have not gone unnoticed.

Your story actually made me shed a tear. That has only happened once before in my entire life. :)

Audio- Sound effects were adequate, and the music was neither over-repetitive nor intruding.

Visual- I like the aesthetic, but couldn't the resolution have been larger?

I have been very impressed by this game. I hope you continue onto another project. If it's half as inspired as this one, then I'm sure it'll be great.

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Rated 5 / 5 stars

great game

awesome game, one of the best flash games ive ever played, and hated the rocket snail

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Rated 5 / 5 stars


Cool game bro.


Rated 5 / 5 stars

I've having a great time with the story in your game thus far. You clearly think of the game as being a conduit for your story, rather then a story as being a conduit for your game.

That said, I'm in agreement with the vast number of people that call this game repetitive. I've fought every boss twice without so much as a reskin (not that a reskin would be a permissible alternative).

Many other game designers create games they think will be fun and hamfist story into them to get people to invest themselves in the gameplay. It's not a good practice.

While I don't get the impression that your nearly as cynical as the aforementioned, the result is similar. You have a great story that you injected with gameplay in the hopes of acquiring personal investment from your audience.

If I'm being honest, as a game developer myself, I often suffer from a similar disadvantage. I only focus on the mechanical aspects of a game's engine. The 'important' stuff. But when it comes to something like level design, I tend to think, "Who cares? As long as the guy can do cool stuff, the levels are basically just a playground for him to do it in!"

And I know I'm wrong about that. I just suck at inspired level design. So I collaborate. And I think you should consider doing the same in future projects. Apply your totally apparent talents to the places where they most deserve to be.

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