
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there!
Today's update will add content that we plan to build upon in the future. Yeah, it will “lay the foundations” for future iterations. Hence the cheezy name, forgive me for that ;). We updated various corners of SUPERHOT: MIND CONTROL DELETE, traveled far into the system all for the bettering of your experience.
So let’s take a peek at what did we prepare for ya’ll this time:
UI
Pyramid pop up menu.
We came up with an entirely new menu system.
It will lay groundwork for making the progression clearer and more meaningful. Your run through the game will be far more unique due to your own choices. You might go straight through the runs or you might try unlocking a certain parts of the pyramid. You might just be hardcore and try to unlock every single stage in the pyramid.

More details about new pyramid menu over
here
Levels
Glitch Barriers
It’s a system that makes geometry suddenly pop out in the middle of a level.
The further you go into the game the more glitched barriers will appear. Levels that you thought you knew will change along with your progression in MCD. This is also an intro to our concept of “glitch in the system”. We are still doing some heavy iterating on this so both how they look and how we use them might change.

A bit more on the Glitchy Goodness
here.
Mushrooms
We decreased number of mushrooms on higher difficulties. Personally, me love me some shrooms but we noticed people complain about them spawning like crazy so we listened and complied. Here to serve.
MINDS
We did some minor gameplay optimalisation for all minds:
- All MINDs move 10% faster.
- MINDs bounce off enemies when jumping on them.
NINJA
I am a shameless Ninja main so all the tweaks for this mind always make me happy. There has been some minor movement of skills in mods menu for general gameplay sake. But important change comes with the addition (or tweak actually) of TrickThrow, previously BouncyShuriken. It will make easier catching thrown projectiles and on top of that it will unlock piercing enemies on all knife throwables . After current update you will be able to pull off some spectacular and ridiculous combos.
Exact Ninja changes :
- Moved Faster Movement MOD to different category.
- HiddenShuriken moved to tier 1 (from tier 3)
- Recall shuriken moved to tier 2.
- Changed BouncyShuriken to TrickThrow.
- Moved TrickThrow to tier 3.
- TrickThrow makes all shuriken-like throwables bounce back toward the
player after hitting an enemy.
- TrickThrow makes all knife-like throwables pierce through enemies.
- Added DeathStomp MOD as tier 2 MOD.
- Cutting bullets is easier even without deflect bullets MOD.
Enemies
Again, you made some valid and reasonable comments regarding enemies so we tried to deliver. Someone made a good point about concrete guys not feeling as “concrete”. We try to make them feel different by changing how certain actions work on them. One of those experiments led to changes in throwables. From now on they will stick to them instead of killing.
Another change comes to Red Dudes (or Agents as some of you pointed out) with katanas. Up to this point they weren’t really creating much danger. As Czarek once called them, they were “Katana delivery” rather than an actual threat.
So we gave those poor guys an option to cut off your hands if you try to attack them unarmed.
They even wave you goodbye :)

P.S.
A lot of you pointed out at the lack of story updates (who knew, people actually care about story, damn). We had to steal all the guys responsible for Story Updates to fill up the ranks for Mechanical Updates.At the moment we are looking for new peeps to help out with shaping the content of MCD plot.
tl;dr Story updates are suspended until we refill our story driven ranks.
That's it. Go test this update out and let us know what you think.
Hug people. All of them.
Szymon from SUPERHOT Team
[ 2018-04-12 19:46:40 CET ] [ Original post ]