Star Fish
Code by Richard Davey
Graphics by Richard Davey (vectors sourced from iStockPhoto.com)
Animation by Eric Su at Cavalcade Games
Music mixed by Richard Davey, main track by Dan Gautreau

Genre: Action / Reflect / Mouse Avoider
Release Date: 10th September 2009
Play Star Fish on RobotJamGames.com, or license it for your own site here on FlashGameLicense.com
About
Star Fish is an undersea “mouse avoider” and “collect-em-up” game at heart. You guide the little nemo style fish around the levels, avoiding everything except the lovely star fish which you collect. It’s a race against the clock as well as your dexterity.
There are 25 levels to conquer, soothing music and cute animations!
History
My previous game Bug Box was supposed to be a “game created in a single day”, but in actual fact it took me nearly a week. With Star Fish I was determined to rectify this situation. So I used stock art that I had already bought a license for, got a talented friend onto the animation side of things (as I suck at animating in Flash), and re-used a lot of the Bug Box framework. You’ll notice a lot of similarities in the two games presentation (the same menu, font, reveal sequence, etc). But that is where they end – Star Fish is a totally different game to play.
This re-use, coupled with a fast development time and tight main game loop allowed me to have the game up and running in 7 hours of work. By this stage it was still a little rough and only had 10 levels. I spent another 5 hours on it, took aboard the play testers feedback, polished, adjusted difficulty and added another 15 levels. So I’m happy that I finally achieved it – a game created, polished and put up for sale in a single day. And it’s not half bad too
Development Trivia
The levels were created using the Flash IDE and parsed at run-time by the main game code. This makes the main loop of the game extremely small, which is a bonus. Originally I didn’t have any interval between one level and the next, the aim being to just see how far you could get. A number of early play testers commented that they didn’t like this, so I slowed things down a bit and added the “click to swim” requirement.
Some of the later levels incorporate a bit of pop and geek culture. For example there is an Atari logo to find and my take on the Jaws movie poster
The fish follows your mouse around on the main menu, which I guess most people will spot. But how many will see that he deflects the bubbles he bumps in to I wonder?
One Response
Make yourself heard
Hire Us
All about Photon Storm and our
HTML5 game development services
Recent Posts
- My Adobe Max slides: HTML5 Game Development for the Mobile Web
- Phaser 0.9.5 Released - Camera FX, lots of Tilemap updates and more!
- Our list of HTML5 Game Sponsors
- Phaser 0.9 Released - Motion, Collision, GeomSprites and more
- Phaser Logo - Phase One
- Announcing Phaser (Flixel HTML5) and our Adobe Max session
- TypeScript Signals released - Think outside the Event
- AS3 to TypeScript Conversion Script
- Our 3rd NFL game - Guardian Training: Over Throw is now out
- Helping Multiplication.com support their growing mobile traffic
OurGames
Filter our Content
- ActionScript3
- Art
- Cool Links
- Demoscene
- Flash Game Dev Tips
- Game Development
- Gaming
- Geek Shopping
- HTML5
- In the Media
- Projects
- Uncategorized
Blogroll





Hi Richard,
how did you manage to animate the hero fish character (the little nemo)?
i am trying to animate the fins.
hope you can help me how to do it.
thanks a million.