Back to rankings
Star Swapper

Star Swapper

by Unknown

Price $2.99
Avg Players 0
Released Apr 17, 2018
2DCasualClickerColorful
View on Steam ↗

What players are saying

▲ Recommended 2 hrs
star swapper has a very simple premise: swap stars. levels are constellations (existing ones, apparently) and you have to move everything around until each star is in its correct place. easy-peasy.

not sure how many levels there are (I don't have the patience to do too many of these), but they're divided into 13 chapters, each with 6-12 levels. they have to be unlocked one by one, but the branching nature of the galaxy lets you tackle multiple chapters simultaneously after finishing the first. undo available, as is a cheat sheet for the symbols, which is not really necessary, just match the ones that look the same. selecting a star highlights where it needs to go anyway.

a handy tutorial is also present, always introducing new stuff, but mechanics can be checked in the help section in the main menu as well. unfortunately, there's a timer and move counter and neither can be turned off. I have nothing against optional move and/or time goals, especially the former, but the clock starts as soon as the level loads, not with the first move, and goals are only shown on the level complete screen, really unintuitive. the restart button only becomes active after the first move, so you can't just look at the level, come up with a strategy, then restart with a click to reset the clock, have to move something first. again, really unintuitive.

the game is controlled with the mouse, but esc also brings up the pause menu and backspace works as undo. once pressing space took away a few seconds of my time, it could even go negative, but couldn't reproduce it later. if a star is selected, you can keep moving it, no need to click it every time. such a basic thing, yet many devs can't seem to make it happen.

besides the basic switcheroo, there are single lines that only allow one-way movement, locked pathways to unlock by placing the correct star in the key slot (moving it after won't re-lock the path), and rotating pathways moving after every turn. wormholes act as teleporters (can't step on one end if the other is occupied), red giants are also stars to place, but they can only move 8 times before they explode and cause a fail state (remaining moves are indicated), and big stars (marked differently) passing by black holes also fail the level. neutron stars move on their own and have to be herded with homeless stars. so yeah, space stuff, some of it pretty annoying.

the graphics are really nice for a minimalist space game and the music is fantastic, really sets the mood. the unity launcher provides resolutions and windowed mode, and in the game you'll find separate volume settings and mute buttons, plus a few languages, also while playing. in-game representation of achievements is also a thing.

the concept is really simple, but presented in a pleasant way, even if it could do with a bit more functionality. the price is reasonable too (used to cost more when it first came out), so if you like this puzzle type or just want to space out, this is a good choice (provided you can ignore or embrace the timer and tackle the less relaxing mechanics).
10 found helpful Steam ↗
▲ Recommended 4 hrs
A simple but challenging gameplay. Graphics are eye pleasing and music is just great, so soothing. The game is just perfect when you want to relax and give your mind something else to think about. I can recommend this game to anyone who likes puzzles, or just wants to ease a mind with pleasing aesthetics.
2 found helpful Steam ↗
▲ Recommended 1 hrs
A relatively tranquil affair, for the logic puzzle afficionado's.

Check out my video at 07:21 for an overview of Star Swapper.

https://youtu.be/x53tS4YLXiM?t=442
2 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Star Swapper Devblog #3

1887 days ago
{STEAM_CLAN_IMAGE}/32319359/1f0e1a9c428cc5cb98244a85e189eb20e8d61b7c.png Hello friends :) As we first thought of how Star Swapper would look, we had a pretty clear picture. As with everything in game development, the picture quickly mutated into a complex design with more issues than solutions. At the very beginning, we were experimenting with different ways of marking slots for stars, marking stars themselves, and making a whole puzzle look good and clear to the Player. The challenge was to convey the information about each star’s destination while at the same time the destination information being ‘under’ the gameplay. At some point, we came with what we considered a good design. {STEAM_CLAN_IMAGE}/32319359/47bd2996078025d7ef358e1b1385bbbc519e93eb.jpg Old concept With Latin symbols rotating over a desired slot and graphics imitating what we could possibly see in a space-themed movie, we jumped right into creating as many playable levels as possible. Problems arose when it came to levels with a high number of elements. These would be the ones you will encounter at the end of each Chapter. During playing those levels the number of rotating elements drove too much attention away from what was really important. We also had problems with fitting everything in a 4:3 aspect ratio screen. Gameplay elements would cross each other, hover on one another making the whole screen sparkle like a Christmas tree. The clarity became a challenge. We had to solve this issue efficiently as we knew we wanted the big levels to be a challenge later on in the game. We wanted to give you puzzle that would drive your inner Sherlock Holmes crazy. {STEAM_CLAN_IMAGE}/32319359/72756739a7ee6c4fca7a50e3c3b0b89e6870292d.gif Current game design That’s where a talented 2D artist came into the picture and finally gave us a coherent artistic vision of the game. You will learn more about that in another post. Thanks for reading and see you there, Titanite Games Website: Titanite Games Discord: Discord ...

Star Swapper Devblog #2

1892 days ago
{STEAM_CLAN_IMAGE}/32319359/57bfc2909b100fcccfdbe35337bb05126b880594.png Hello friends :) Before we start sharing some more tidbits about how our game was created - check out the giveaway results on our Discord! Working on a game project is always a challenge. It’s a clash of egos, a clash of ideas, and a clash with the reality of insufficient coffee available. Once we decided that the game is going to take place in outer space and you as the Player will have to arrange them in a certain way, we knew that we’re going to need a level designer. That’s when Angelika joined the team. At first, I thought that as an aspiring designer she would rather make a good writer than a designer. I had the pleasure of reading one of her stories which were catchy and sparkled my imagination. I knew she was a creative mind. Once she had shown us her designs on paper I immediately knew that she’s the person for the job. {STEAM_CLAN_IMAGE}/32319359/b4143a67e456d898ddd9a5ee2d6798689af427d1.gif Angelika had proven to be skilled with diagrams, paper design, and Unity. She quickly grasps what the hook of the game was and created a number of levels. We would then test out the levels. They were difficult as hell. We had to make changes. Luckily we had chosen Unity3D to work with. It’s an accessible development engine well suited for 2D games. There’s a vast knowledge base over the Internet. This was important for Daniel as he learned the ropes as we went on with the development. Early on we also decided that we want the game to be fun on touch devices and Unity3D allowed us to quickly prototype and test the game on small screens and tablets. Of course, developing for iOS and Android is more than just clicking “Build” but we established a few design rules that would allow us to avoid rebuilding the whole game once we begin working on mobile versions of the game. A few of the rules we had been: – Having everything that is playable fit a 4:3 aspect ratio screen – Avoiding using small interactive...

Star Swapper Devblog #1

1896 days ago
{STEAM_CLAN_IMAGE}/32319359/57bfc2909b100fcccfdbe35337bb05126b880594.png Hello friends :) Who would have thought that an idea for a unique puzzle game will come from a hidden object game? Once I made my decision about making use of all the resources I had and making Titanite Games (Tap It Games then) a great indie team again the first thing I needed to decide on was the project. I was always opened on working with juniors. I believe that there is a limitless amount of skill and passion within people and it’s best accessed in people who begin their professional journey. I find great reward and joy in watching people conquering their limitations and getting better and better in what they love doing. {STEAM_CLAN_IMAGE}/32319359/b4143a67e456d898ddd9a5ee2d6798689af427d1.gif I was lucky enough to meet Daniel, our programmer, at a karaoke party. He was interested in AI, machine learning and other crazy-scientist-stuff which I had no idea about. He was also into games and game development. After a few meetings we decided to work together on our first project. As we approached many ideas we had our aim was to pick a project that we would be able to deliver with limited time and resources. I had great experience in designing and producing hidden object puzzle adventures but it was too big of an idea. But there was always this one type of puzzle that I always enjoyed playing. If you had played 9 Clues: The Sercret of Serpent Creek you might remember the puzzle near the end, where you had to mix together different ingredients to save our friend Owen. In this game, your goal is to arrange one set of elements according to their place of destination while having a very limited number of additional places you can move those elements to. It was the perfect mechanic to start fidgeting with and to base our project on as me and Daniel had a huge number of ideas on how to make the puzzle more difficult and entertaining. {STEAM_CLAN_IMAGE}/32319359/d9d409addef7e55bdcbc6e8cfb07676acd0364a...

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…

Developer of this game? Add an IdleDB badge to your site