SlingStar, not to be confused with the slingshot-style platformer from Teagames, Slingstar, is a space-themed shooter created by Benjamin Nelson. Built using Processing, the same language Dofi used to create the World of Sand games, SlingStar uses realistic physics to make a strange game concept feel as natural as playing with a paddle and rubber ball.
Even though SlingStar would be categorized as a space shooter, it really isn't a shooter at all. It's a slinger. You pilot a small circle that can't touch anything on the screen. Your weapons are the two orbiting satellites that you can sling back and forth to pummel enemy ships. By pulling your craft in one direction and quickly back in the other, you send the satellites hurtling around you in a widening path.
SlingStar is difficult to play at first, but once you get the hang of slinging it becomes second nature. Unfortunately that's about the time the enemies get smarter and start following you around the screen, leaving obstacle trails, or breaking into dozens of pieces. The variety of enemies in SlingStar is definitely one of its strong points and keeps the game challenging and fresh long after the first few levels.
A nice bonus in SlingStar is that you aren't penalized for dying. If you crash into an enemy, just mutter "oops" under your breath then click the screen to start from the same attack wave. With 30 levels to fight your way through, you'll need all the help you can get.
There's no sound or music in SlingStar, which seems awkward at first. After you get into slinging, however, you won't even notice the silence. The visuals are also rather bare-bones, with not even an explosion effect when you destroy an enemy ship.
It could use a little polish in the presentation area, but SlingStar shows creativity with an excellent core gameplay concept.
Cheers to Maxro for sending this one in!