StarShine
Ricochet shooting stars across the sky to light the heavens and unlock levels in this dazzling new action puzzler by Hero Interactive. Starshine is a game of rays and angles in which the objective is to light all of the stars to advance to the next level. You have but a single shooting star in your arsenal to fire from anywhere along the outer edge of the circular field of play. The path your shooting star will take depends on the type of stars it comes in contact with.
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Yes, unfortunately, trial and error is the best way to go.
The little arrow(s) is too unprecise, and when different stars get introduced and the number ricochets rises a bit, it's just too hard to work out the solution in your head. It's like playing those laser-mirror games, but without ever being able to see the path of the laser.
I like the relaxing feel of the game, although it seems the author did take his cues of Orisinal. Unfortunately, sound and relaying atmosphere are probably the only redeeming aspects of an otherwise not really too enjoyable puzzle game.
wow, love it, this is one of those relaxing games that can put you to sleep in when you have to be doing homework at 2 in the morning... yawn...
I absolutely love the music, its just enough repitition that you can put it out of mind and focus on the game, but it fits, and is so beautiful that you can enjoy it one note at a time
Author's Comments
Although trial and error is part of the game, clicking and shooting randomly at each star one by one is NOT the way to get far in the game. The arrows are there to remind you what each type of star does, that's all. In later levels, it's up to you to remember.
For some puzzle solving tips, read below:
Alright, although this is in no way the complete end-all strategy guide, hopefully it'll help you. This is my strategy I use to solve puzzles.
Look for patterns! The easiest are the blue stars, because you know that whatever angle you hit them, 2 mini stars will shoot out the sides perpendicularly. So if you see lots of blue stars making right angles with each other, such as boxes, or L's. That's a good pattern that you've found something.
Second easiest thing is the purple stars, because they only shoot to the left 45 degrees. That means that if you see a blue that shoots perpendicular and a purple aiming towards that, the purple can only be hit from one direction to make it hit it's target. This is a good place to start backtracking. Where does the purple star have to be hit from to hit it's target? You trace it back and you'll find another star sure enough. Where does that have to get hit to hit the purple star? Trace back till you can't, then give it a shot.
In my opinion, back tracking is the secret. I find stars that I know are targeting each other, and try to find the stars that are needed to hit them to set them off, and then work my way back to the first star.
Sometimes you have to shoot across from the other side of the circle. Especially consider shooting across the circle if you see red stars, because they only shoot backwards in a V.
I hope that helps a little. All of the puzzles have solutions that can be worked through logically! I promise!
I agree about the little arrow. A line that extended from the arrow to show exactly where the star would go would be nice.
And I very quickly found myself guessing, which doesn't make for a very rewarding game. I keep telling myself that I should like this game, but I'm having a hard time getting excited about it.
It's an interesting enough game, but that "Retry" dialogue box gets me every time. It's not immediately apparent to my walnut-sized brain that "Retry" is a button, since it's large and up at the top with the "Whoops" text, and I always quickly click on the first option under it, out of habit, which happens to take me back to the Main Menu.
For a game like this, which in most cases will require many, many tries for a single level, it seems like it would be good practice to put a "Menu" button down in the corner, retry automatically whenever the player misses, and dispense with that box altogether.
Ditto on retry needing to be automatic. It's harder to adjust trajectory having to go back to click "Retry" every time, even with the dotted outline. It doesn't help anything either that the initial arrows from the first star in the path don't seem to be quite right, as when it seems one is lined up perfectly with a second star, it won't hit.
The graphics and idea are nice (although I'm at work and don't have sound on, so I can't judge that), but it really seems like a timesink. Not so rewarding to get a solution because it seems to be mostly trial and error... I keep finding myself trying to hit all the stars at one point or another from both the closer and further points of the circle.
Ugh, this got frustrating fast. And not Ball Revamped frustrating... more like needle-in-a-haystack frustrating. More visual cues would have helped. I also think that dividing the perimeter into, say a hundred discrete launching points would be beneficial. That way, if you thought you saw the right solution, you could test it right away instead of having to fiddle around with minute differences.
Yes, this seems like a very good game, but I think the recommendations above would make it a great game!
Give me a pointer to show me exactly which direction I'm firing -- small increments of change make a big difference here!
Please don't make me go through an extra click every time I "fail" the level. I anticipate some levels will take me many trials to figure correctly. Why not halve the number of clicks I'll have to make?
All together, I think it's a terrific game that just needs some user experience attention to make it an outstanding success.
The problem with purple stars is that their way of shooting is kinda unintuitive - they shoot one straight, and one at 45 angle. If it were shooting two rays at 45 angles my brain would probably be able to grasp the path of the trajectory much easier, but this "one straight, one at an angle" just gets in the way.
Also, the way of controlling the "gun" is awkward. On one of the early levels the solution involves shooting the star from "across" the circle, but when I tried to aim, the gun kept following my mouse. Pretty irritating, and keeps me away from exploring further.
A mistake in my last post - the "one straight" is actually only the original one which always goes "through" the stars. An easy thing to miss, though, because the experimenting options are limited by the only-shoot-toward-the-center game mechanic.
Btw, another thing I mind is that the succesful shot often has to be just a little bit too precise. Level 12, for instance, I've found the correct solution but couldn't hit the last star because the angle of the 5th ricochet was slightly off. I tried 15 times and gave up. Afterwards I came back to that level to experiment a little with the stars' behaviour, repeated my last try and unintentionally solved the level. If the game wants me to work out plenty of ricochets in my head AS WELL AS require that level of precision, it's a bit too much.
A new version is now up that addresses some of the issues we noted. Specifically, additional arrows provide better clues as to the path of the star; and pressing [space] will activate 'retry' to help expedite the process. The main menu and more games buttons were moved to the bottom of the screen. You may have to empty your cache to get the new version.
While I understand the strategy involved behind the game, it's often difficult to pick a starting place (or an ending place if you work backwards). Level 30 is an example of where it becomes near impossible to figure out without a methodical guessing approach.
About the angles: The small arrows are definitely a couple of degrees off, but they are always counterclockwise from the real trajectory of the stars. You can easily compensate for this discrepancy.
I also agree about getting rid of the retry button, and having the menu and ArmorGames buttons somewhere else on the screen the whole time. Then again, Jared's probably addressing this issue already.
Overall, it's a cool idea for a game, and very well put together, but a majority of the puzzles I found were more prone to methodical searching than strategy.
As a final note, I believe level 42 is impossible. I've been working on it for a couple of hours now, and I'm searching for a solution on a pixel-by-pixel basis. I'm 3/4 of the way around the circle and nothing's worked. Please correct me if there is a valid solution.
I really like the look and feel of this game -- and it's great that the author responded to the comments here to improve the gameplay. It's still a little too much trial and error (lots of errors!) for me, though, even in the new version. After reading the author's spoilers, this may be a color-blindness thing:
there are different colored stars??
Who knew?
With so many stars on the board, with so many different behaviors, it's virtually impossible to predict the paths the light trails will take. Trial and error is the only way to play this game. Even still, an enjoyable diversion (especially with the updated game play). Level 47 is quite maddening :P
Hint: Usually the worst possible choice will create a chain-reaction to clear the board.
Strange as it sounds, certain levels are unsolvable depending on your quality settings. On medium graphic settings, I got stuck on 14 and 33 for nearly an hour each. The same levels, and same positions, worked out after switching quality to high. If you find your stars just barely missing each other, try a different quality setting.
Ha, yehman, I had never considered that the quality settings might change how the stars might shoot, but indeed you may be right. I'm pretty sure we only bothered testing the game on the high quality setting here, but likely aliasing and whatnot may factor into how the star positions are rounded each move. It'd be very hard, but with so many stars and 50 levels, maybe possible...
This game needs too much precision. I can get the answer from backtracking, like the creator suggested, but then I can't tell if my solution is wrong because my solution is actually wrong, or if I was off by a degree or something. The stars that are shot out need to be bigger, or at least make the collisions have to be less precise to occur.
>Ha, yehman, I had never considered that the quality settings might change how the stars might shoot, but indeed you may be right. I'm pretty sure we only bothered testing the game on the high quality setting here, but likely aliasing and whatnot may factor into how the star positions are rounded each move. It'd be very hard, but with so many stars and 50 levels, maybe possible...
I know for certain that the same solution for level 14 on high does not work for medium. I called it unsolvable because after 3 bounces, the stars lose any minute angle differences that you could've imparted from your initial hit. This made the missing star uncontrollable by the user, as it always followed the exact same path, regardless of your tiny adjustments on the first hit. After realizing this and switching to high quality, I finished all 50 levels in a breeze.
I just checked again to make sure I'm not hallucinating, and indeed quality setting makes a difference. On level 14, the solution for high(~one 'O clock) doesn't work for either medium or low. In fact, it appears that the missing star shoots at a different angle on each quality setting, although all the other stars behave normally.
The new version is improved, but it's still tedious to play. And it makes my RSI flare up too. something to do with having to rememeber to press space sometimes and click other times.
Please please enable both space and mouse click to have the same action, then people can choose which they prefer.
I.e.
- To retry a level, press space OR click mouse.
- To fire a star, press space OR click mouse.
Also, as after completing a level by trial and error, I have no idea what exact path my star took, and all the stars turn gold, making it impossible to retrace my path.
I find myself having to go back to the main menu all the time, and restart the level I just completed, just so that I can see what colour the stars were and retrace the path that completed the level. After 5 times of waiting through the main screen animation, it gets tiring quickely. Could the main menu come up instantly?
Please give an option to keep the star colours intact on successful level completion. Maybe just a gold outline around each star on completion. (and maybe a dotted line showing the paths takes by the successful missile (up to you tho))
This would help me to learn how the game works faster, as by definition, when I'm using trial and error, I'm missing a clue about how the game works and am in need of learning something new.
Ughh
This is horrible.
I'm stuck at level 21. I've beaten it before, but I'm redoing it on armour games. I was playing it on addicting and apparently you can't beat 42 on addicting, because they changed the resolution or something.
So I know I can beat it, but I just can't do it. I've tried all the hints (eight on the clock position) and I'm shooting it right (I think) but there's these three stars, in the middle, and they just never get hit.
I've gotten it down to two as well.
I'm doing it on low quality at the moment, but changing to high or medium doesn't work either.
Help, please!
Also I need help with level 42.
solution to 13
from around 730 shoot across to the far right top corner to hit the two stars in between your original shot
for level 20
i honestly got so frustrated that i began going in circles really fast with my mouse shot and i beat it and i was in low quality
i just beat 22
(low quality) you shoot from around 3:30ish im not 100% sure cause i was in such shock i beat it
solution to 23
just like the solution to 13 around 730 to the pinkish star in the top right corner
solution to 24
shoot from around 630 maybe a little before to hit the purple star closer to the right
on 25
shoot from 9 oclock to hit 2 blue stars and the purple one
for 26
shoot from 9 oclock
heres a website that has all the answers to end all questions
Help on Level 40
Move the white circle thing to the left and aim to the right side. make it so that its aimed towards two stars on the right-a redish one and the greenish one. make sure you're as high up as you can get while still aiming for both stars (you should see the arrows on both) and you will beat level 40
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Walkthrough Guide
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Complete Starshine walkthrough guide
https://jayisgames.com/walkthroughs/starshine/
Posted by: bmd | June 24, 2007 12:43 PM