Midnight Star The most anticipated mobile shooter is here!Midnight Star is an epic sci-fi shooter designed from the ground u… TouchArcade Rating: Free Buy Now Watch Media DetailsThe most anticipated mobile shooter is here!Midnight Star is an epic sci-fi shooter designed from the ground up for mobile. Build your arsenal, develop your skills and compete against thousands of other players online! ***Supports iPhone 4s+ and iPad 2+.***______________________________________________Set 120 years into our future, Midnight Star takes players aboard the MSRV-Joplin, a research vessel newly outfitted with military weaponry to explore a mysterious signal coming from within our Solar System. When disaster strikes, they're transported across the universe to take part in an epic war whose outcome will determine the fate of humanity... "A sci-fi mobile shooter that is light years ahead of its competition." - Gamezebo"A fast-paced and engaging shooter that looks stunning." - Pocket Gamer"An incredibly satisfying experience." - GamesBeat"This, folks, is how you make a shooter for mobile devices." - GrabIt Magazine"It's first-person shooting boiled down to the tastiest morsels" - PolygonAs 2nd Lt. Charles Campbell, players will encounter deep space, a strange alien landscape and a war that has long since been lost. Using the clues left to him, the crew that supports him, and a TON of awesome guns, Charlie must develop from modest exocommunications specialist to the one human being left with the chops to take down the bad guys!==FEATURES==• MASTER the most dizzyingly intense action shooter for mobile devices ever!• UPGRADE everything - guns, skills, your ship, even your luck!• UNCOVER ancient races whose fates are woven together with ours!• LOSE your mind as you experience stunning graphics from the Unreal Engine!• COMPETE with players worldwide in multiplayer Challenges and open Events!• WIN TROPHIES that transfer from P2P daily, weekly and monthly!______________________________________________Play online to gain access to the latest content and features, and keep your sound on to experience music legend Serj Tankian's awesome soundtrack! Midnight Star is not compatible with iPhone 4, iPad Touch 4th Gen, iPhone 3GS, iPad 1 or earlier devices. Requires iOS 6 or later.Problems? Suggestions? Favorite color? We would love to hear from you! You can reach us at [email protected]Visit our FORUMS: forums.midnightstargame.comLike us on FACEBOOK: facebook.com/industrialtoysFollow us on TWITTER: @mstargameWatch us on TWITCH: twitch.tv/industrialtoysCatch up on YOUTUBE: youtube.com/industrialtoysgamesTo learn more about the Midnight Star universe, download MIDNIGHT RISES, the interactive graphic novel experience written by John Scalzi and illustrated by former Marvel/DC superstar Mike Choi. Experience the alien signal that kicks off the mysterious Morning Star Protocol, discover the conspiracy against the GMSC and make choices that directly impact the game.Please Note: Midnight Star is completely free to play - however, some in-game items can also be purchased for real money. You can turn-off this feature by disabling in-app purchases in your device's settings.______________________________________________Use of this application is governed by Industrial Toys' Terms of Service. In addition, please note that Industrial Toys respects your privacy and asks you to review the Industrial Toys Privacy Policy. The Industrial Toys Terms of Service and Privacy Policy can be found in the Legal section below as well as https://www.midnightstargame.com/privacy-policy Information Seller: Genre:Action, Arcade Release:Feb 04, 2015 Updated:May 20, 2015 Version: Size:0.0 TouchArcade Rating: User Rating: (18) Your Rating:unrated Compatibility:HD Universal L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #2 L.Lawliet, Jul 2, 2014 Oh man this looks great... been waiting for this despite it being free! but now I need to make an Ireland account :\ Too many accounts.. redribbon Well-Known Member Jun 11, 2010 2,799 53 48 entepreanur,programmer #3 redribbon, Jul 2, 2014 Last edited: Jul 2, 2014 gameplay will follow shortly, and yes agree with you. too many accounts. installed size: 1.42GB The Gameplay: Subscribe to the TouchArcade YouTube channel L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #4 L.Lawliet, Jul 2, 2014 Last edited: Jul 2, 2014 Ah have you played it? Can you just give your general impression? Good or bad? Needs a constant internet connection? I actually have to delete space to make room for it so if it's not good... then I'll wait.. And do you know the final size? Dl size is nearly 1GB. Thanks Redribbon Hoggy110 Well-Known Member Jan 11, 2012 2,670 0 0 Student The rainbow-fuelled nightmare of my mind https://twitter.com/Hapmatic #5 Hoggy110, Jul 2, 2014 Interesting...eager to hear opinions from people living and "living" in Ireland Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #6 Sanuku, Jul 2, 2014 Last edited: Jul 2, 2014 Subscribe to the TouchArcade YouTube channel Downloading L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #7 L.Lawliet, Jul 2, 2014 Great Sanuku! I'm installing now but it's taking forever. I deleted my Record of Agarest War for this (BUT I will reinstall it later. I love that game). I hope the deleting was worth it as it took me over an hour to install RoAW... Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #8 Sanuku, Jul 2, 2014 So far it is pretty decent. It`s not an Free Roam Shooter but more like Doom on rails. Still the Story is what keeps me playing. I already rendering the first Episode of the Walkthrough so all those that are unsure if they should make some space on their iDevice will have something to at least look at and judge on that if it's worth it or not. L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #9 L.Lawliet, Jul 2, 2014 I agree. Played 5 minutes (just got it running). Long load times but it plays offline (hooray!) and the gameplay is quite smooth. I'd say gameplay wise it's probably the best of all the on rails I've played. Only thing I'm worried about are the load times and some slow downs on older devices. My ipt5 was making me wait 3-ish minutes to start the first level. Got a long black screen. One weird thing I noticed is the pistol shoots exactly where you tap while the assault rifle shoots above where you tap. I wonder why they did that. Danz060391 Well-Known Member Apr 20, 2011 370 0 0 Piano teacher New Zealand #10 Danz060391, Jul 2, 2014 I'm enjoying it but I noticed it doesn't save when you exit and go back into app, you start again from the tutorial. Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #11 Sanuku, Jul 2, 2014 Last edited: Jul 2, 2014 You have to play always through a hole Episode then it should be saved. Not sure if it`s a Bug or if it was that way designed. Yeah the Game kinda seem to be still rough around the Corners so i am suprised that the Developer had decided to launch the Game in it`s current form on the US Market too. Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #12 Sanuku, Jul 2, 2014 Game Impressions Subscribe to the TouchArcade YouTube channel redribbon Well-Known Member Jun 11, 2010 2,799 53 48 entepreanur,programmer #13 redribbon, Jul 2, 2014 cut scenes are impressive but thats not the case with the in game graphics. so sad they didn't even put some effort to optimised it for the A7 device. gameplay are average in my opinion. L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #14 L.Lawliet, Jul 2, 2014 Last edited: Jul 2, 2014 I'm actually enjoying the gameplay as well as the many achievements/goals you can get in the game. Only issue is the game takes a lot of juice on my device. Long load times, freezes and the occasional crash. Like me playing a new Gameloft shooter on it. Btw as a side note, the soldier designs I think I pretty horrible. This game could use a good looking armored soldier look (it is made by the Halo co-creator). Instead these guys look like they're futuremen envisioned from the 1970s or hip deep divers. Basically, the outfits don't match the dark or cool look of the weapons and enemies. Rip73 Well-Known Member Nov 18, 2011 4,399 0 0 #15 Rip73, Jul 2, 2014 It really just version 0.1. Very much pre release still and it looks like they are testing a lot of the stuff in the game in a narrow market. I thought it was in the US store there for a minute by you're post but obviously its not so I may have misunderstood you a bit. It would have surprised if it was was considering the build and the parts they've said they are testing. But for everybody else, it is a soft launch in a small marketplace that is purely designed as test so it will go through a fair amount of changes before the international launch. In saying that, it's coming off quite well and is leaving a good impression. I wasn't sure if I'd like it, on rails mainly, but as Sanuku said earlier, there is a lot of story which is very nice to have and the gameplay itself is proving a lot better than I expected and enjoyable. thewzrd Well-Known Member Patreon Indie Mar 24, 2012 307 12 18 Game Design Los Angeles, CA #16 thewzrd, Jul 3, 2014 (dev here) Thanks guys, we're hard at work already on the feedback we're getting. And Rip73 has the right of it-- the idea is to test test test, and we'll be iterating fast and furious. This is as designed, and I'd love to hear feedback on that. The idea is that precision weapons (you get the pistol at first and later there are snipers and assault rifles with precision damage) require you to be able to touch exactly where you want to get a shot off, and automatic weapons, like the assault rifle you get at first, require you to be able to see where your bullets are going. So we offset the reticle above your finger. We found that when the reticle was below your finger, you couldn't tell what you were doing (BTW, if you hate that choice, you can change it in the prefs). So here's some 1st impression questions for you-- --How was the tutorial level? Too fast, too slow, too awesome, too boring? Did you learn the skills you needed for later levels? Did the cutscenes add to your experience or get in the way? L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #17 L.Lawliet, Jul 3, 2014 Last edited: Jul 3, 2014 Hi Dev, Thanks for coming on this thread! I finally figured out that gun thing. I think you're spot on with that. I guess explanation would help but I can see why you don't want to do too much hand holding. I agree your decision is better. I just get thrown off when I switch from pistol to AR to shotgun and they fire differently but not a big deal. Not sure if it's a bug but I was unable to progress when my shield and levitation went to LOW warnings. The game kept giving me the message to recharge even when I hit skip like I normally do. This is inbetween areas. One thing that I hope you will remove is the big Circle/X sign when you can't fire. Maybe this is okay on a rocket but it looks really confusing. It just doesn't look good with the shotgun. Basically after every shot there's a red X. It took me a while to figure out that's the "shoot timer" as I thought I was not supposed to hit something. Maybe a toggle for it? And another recommendation is the lower the sound of the LOW AMMO warning. This is particularly bothersome when the shotgun has 3 rounds and firing 1 round begins the loud beep like I'm dying. I usually associate that beep sound with death like in Halo games. My biggest concern, one that you may not be able to fix (because you don't want to change the UI) is the zoom. I would rather have a zoom button or shield button because the device always confuses the shield and the zoom. Meaning I'll sit there for 10 seconds trying to zoom on a flying enemy (without zoom, it's impossible to aim at them) and keep turning on my shield multiple times. The issue is that shield only requires 2 fingers to register while zoom starts with those 2 fingers so the device will easily mix them up. I think this is less of a concern on an ipad but on a smaller screen, people make smaller touches which probably register differently. This is the only thing that ruins the smoothness of the gameplay. I definitely think maybe making the shield a separate button and then zoom is the only 2 finger interface would make this work. Put a shield button on the bottom corner. Anyhow, I see great things ahead with this game. It's definitely TripleA quality material. I do hope there can be some optimizations or at least allowing you to continue your game at the last checkpoint if the app closes (Sometimes my app will crash midmission so I'll have to redo the entire thing). === As for your questions, the tutorial was decent but maybe include the bit about automatic weapon aiming and pistol aiming? And melee should explain that multiple circles mean you have to tap multiple times. Cutscenes are good but I felt like the cutscene was put in improperly when they show how you teleported to the first stage after you beat the first stage. I was confused. I love the text background logs in the ship screen though for iphones at least maybe you should increase the font size. And oddly if the same person is talking, their image flips to the right side of the screen then to the left. I think if one person is continuously talking, the image should stay in one spot. thewzrd Well-Known Member Patreon Indie Mar 24, 2012 307 12 18 Game Design Los Angeles, CA #18 thewzrd, Jul 12, 2014 All good stuff. Here's a couple of things you mentioned that we ARE doing in the next update that we're submitting any day now: [] Tutorial: tons of optimizations based on yours and other feedback we've gotten. There's a bit more handholding in the tutorial to try and clarify some of what you're talking about here. I'd love if you'd come back in as a Guest and play the tutorial once we release the update (you'd just sign out in your profile and then hit Play to do so) [] Regarding the cutscenes, we were going for a flashback scenario as you progress through the first couple of encounters-- that didn't read, huh? [] There's a whole iPhone UI optimization on its way to address the smaller-screen issues. Stay tuned! (PS Are you playing on a 4s or 5 or 5s?) [] We're always tweaking the input system, since it's a (if not the) major innovation we're going after. I totally get that sometimes a zoom is misguided as a shield. It's really about the speed of the flick-- try doing it quickly and I bet it will start to feel good. That said, it's something we're trying to optimize for and that's great feedback. We'll be addressing that low-ammo piece you find annoying (that's been almost universal in its feedback), but I don't have how for you just yet. We need to telegraph to players that they need to reload, but we haven't nailed it yet. Also, reloading is CRITICAL to the cadence of the game and being successful at being badass, so we're looking at this closely. Thanks for the in depth feedback! More soon. In the meantime, if you or any other players in the Soft Launch have feedback, I'm all ears! Spartan Blood Well-Known Member Jun 2, 2014 82 0 0 #19 Spartan Blood, Jul 14, 2014 Good work, how big the game will be after installed ? thewzrd Well-Known Member Patreon Indie Mar 24, 2012 307 12 18 Game Design Los Angeles, CA #20 thewzrd, Jul 14, 2014 It's hefty, but it's a big game- right now, it's just north of 1 GB. We're optimizing what we can to get that number down... (You must log in or sign up to post here.) Show Ignored Content Page 1 of 13 1 ← 2 3 4 5 6 → 13 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Oh man this looks great... been waiting for this despite it being free! but now I need to make an Ireland account :\ Too many accounts..
gameplay will follow shortly, and yes agree with you. too many accounts. installed size: 1.42GB The Gameplay: Subscribe to the TouchArcade YouTube channel
Ah have you played it? Can you just give your general impression? Good or bad? Needs a constant internet connection? I actually have to delete space to make room for it so if it's not good... then I'll wait.. And do you know the final size? Dl size is nearly 1GB. Thanks Redribbon
Great Sanuku! I'm installing now but it's taking forever. I deleted my Record of Agarest War for this (BUT I will reinstall it later. I love that game). I hope the deleting was worth it as it took me over an hour to install RoAW...
So far it is pretty decent. It`s not an Free Roam Shooter but more like Doom on rails. Still the Story is what keeps me playing. I already rendering the first Episode of the Walkthrough so all those that are unsure if they should make some space on their iDevice will have something to at least look at and judge on that if it's worth it or not.
I agree. Played 5 minutes (just got it running). Long load times but it plays offline (hooray!) and the gameplay is quite smooth. I'd say gameplay wise it's probably the best of all the on rails I've played. Only thing I'm worried about are the load times and some slow downs on older devices. My ipt5 was making me wait 3-ish minutes to start the first level. Got a long black screen. One weird thing I noticed is the pistol shoots exactly where you tap while the assault rifle shoots above where you tap. I wonder why they did that.
I'm enjoying it but I noticed it doesn't save when you exit and go back into app, you start again from the tutorial.
You have to play always through a hole Episode then it should be saved. Not sure if it`s a Bug or if it was that way designed. Yeah the Game kinda seem to be still rough around the Corners so i am suprised that the Developer had decided to launch the Game in it`s current form on the US Market too.
cut scenes are impressive but thats not the case with the in game graphics. so sad they didn't even put some effort to optimised it for the A7 device. gameplay are average in my opinion.
I'm actually enjoying the gameplay as well as the many achievements/goals you can get in the game. Only issue is the game takes a lot of juice on my device. Long load times, freezes and the occasional crash. Like me playing a new Gameloft shooter on it. Btw as a side note, the soldier designs I think I pretty horrible. This game could use a good looking armored soldier look (it is made by the Halo co-creator). Instead these guys look like they're futuremen envisioned from the 1970s or hip deep divers. Basically, the outfits don't match the dark or cool look of the weapons and enemies.
It really just version 0.1. Very much pre release still and it looks like they are testing a lot of the stuff in the game in a narrow market. I thought it was in the US store there for a minute by you're post but obviously its not so I may have misunderstood you a bit. It would have surprised if it was was considering the build and the parts they've said they are testing. But for everybody else, it is a soft launch in a small marketplace that is purely designed as test so it will go through a fair amount of changes before the international launch. In saying that, it's coming off quite well and is leaving a good impression. I wasn't sure if I'd like it, on rails mainly, but as Sanuku said earlier, there is a lot of story which is very nice to have and the gameplay itself is proving a lot better than I expected and enjoyable.
(dev here) Thanks guys, we're hard at work already on the feedback we're getting. And Rip73 has the right of it-- the idea is to test test test, and we'll be iterating fast and furious. This is as designed, and I'd love to hear feedback on that. The idea is that precision weapons (you get the pistol at first and later there are snipers and assault rifles with precision damage) require you to be able to touch exactly where you want to get a shot off, and automatic weapons, like the assault rifle you get at first, require you to be able to see where your bullets are going. So we offset the reticle above your finger. We found that when the reticle was below your finger, you couldn't tell what you were doing (BTW, if you hate that choice, you can change it in the prefs). So here's some 1st impression questions for you-- --How was the tutorial level? Too fast, too slow, too awesome, too boring? Did you learn the skills you needed for later levels? Did the cutscenes add to your experience or get in the way?
Hi Dev, Thanks for coming on this thread! I finally figured out that gun thing. I think you're spot on with that. I guess explanation would help but I can see why you don't want to do too much hand holding. I agree your decision is better. I just get thrown off when I switch from pistol to AR to shotgun and they fire differently but not a big deal. Not sure if it's a bug but I was unable to progress when my shield and levitation went to LOW warnings. The game kept giving me the message to recharge even when I hit skip like I normally do. This is inbetween areas. One thing that I hope you will remove is the big Circle/X sign when you can't fire. Maybe this is okay on a rocket but it looks really confusing. It just doesn't look good with the shotgun. Basically after every shot there's a red X. It took me a while to figure out that's the "shoot timer" as I thought I was not supposed to hit something. Maybe a toggle for it? And another recommendation is the lower the sound of the LOW AMMO warning. This is particularly bothersome when the shotgun has 3 rounds and firing 1 round begins the loud beep like I'm dying. I usually associate that beep sound with death like in Halo games. My biggest concern, one that you may not be able to fix (because you don't want to change the UI) is the zoom. I would rather have a zoom button or shield button because the device always confuses the shield and the zoom. Meaning I'll sit there for 10 seconds trying to zoom on a flying enemy (without zoom, it's impossible to aim at them) and keep turning on my shield multiple times. The issue is that shield only requires 2 fingers to register while zoom starts with those 2 fingers so the device will easily mix them up. I think this is less of a concern on an ipad but on a smaller screen, people make smaller touches which probably register differently. This is the only thing that ruins the smoothness of the gameplay. I definitely think maybe making the shield a separate button and then zoom is the only 2 finger interface would make this work. Put a shield button on the bottom corner. Anyhow, I see great things ahead with this game. It's definitely TripleA quality material. I do hope there can be some optimizations or at least allowing you to continue your game at the last checkpoint if the app closes (Sometimes my app will crash midmission so I'll have to redo the entire thing). === As for your questions, the tutorial was decent but maybe include the bit about automatic weapon aiming and pistol aiming? And melee should explain that multiple circles mean you have to tap multiple times. Cutscenes are good but I felt like the cutscene was put in improperly when they show how you teleported to the first stage after you beat the first stage. I was confused. I love the text background logs in the ship screen though for iphones at least maybe you should increase the font size. And oddly if the same person is talking, their image flips to the right side of the screen then to the left. I think if one person is continuously talking, the image should stay in one spot.
All good stuff. Here's a couple of things you mentioned that we ARE doing in the next update that we're submitting any day now: [] Tutorial: tons of optimizations based on yours and other feedback we've gotten. There's a bit more handholding in the tutorial to try and clarify some of what you're talking about here. I'd love if you'd come back in as a Guest and play the tutorial once we release the update (you'd just sign out in your profile and then hit Play to do so) [] Regarding the cutscenes, we were going for a flashback scenario as you progress through the first couple of encounters-- that didn't read, huh? [] There's a whole iPhone UI optimization on its way to address the smaller-screen issues. Stay tuned! (PS Are you playing on a 4s or 5 or 5s?) [] We're always tweaking the input system, since it's a (if not the) major innovation we're going after. I totally get that sometimes a zoom is misguided as a shield. It's really about the speed of the flick-- try doing it quickly and I bet it will start to feel good. That said, it's something we're trying to optimize for and that's great feedback. We'll be addressing that low-ammo piece you find annoying (that's been almost universal in its feedback), but I don't have how for you just yet. We need to telegraph to players that they need to reload, but we haven't nailed it yet. Also, reloading is CRITICAL to the cadence of the game and being successful at being badass, so we're looking at this closely. Thanks for the in depth feedback! More soon. In the meantime, if you or any other players in the Soft Launch have feedback, I'm all ears!
It's hefty, but it's a big game- right now, it's just north of 1 GB. We're optimizing what we can to get that number down...