The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
“Your spirit is your true shield”
Satoshi Ueshiba
Adding new features to a still growing game should help you push the overall gameplay.
Change and improve upon the basic, core concept.
That’s the stuff that echoes somewhere in the background when we design new content for SUPERHOT:MIND CONTROL DELETE.
This week I want to give you a peek into *STILL IN DEVELOPEMENT* our new enemy type.
As always this is a preview of early concepting phase. Stuff might change, maybe we will add flying flaming skulls or dog mounts. Design is a journey, who knows ;) .
Introducing Shield(ed) Enemies.
Different enemies should impose slightly different approach onto the player.
While MushroomDudes push you to plan when you shoot and force you into defensive, concrete types require precision and positioning. So thinking behind Shielded enemies was a place somewhere inbetween those two.
Except for obvious difficulties that shield enemy brings to the table he adds some interestings tactics options. Similarly to mushroom infected red dudes, shield enemies might be used towards players advantage. In the end ,it is a moving shield that to some extent can be controlled right?Quite often I found myself hiding behind them and using their flying shields as a cover from other enemies. Knowing you guys, there will be a ton more possible tactics that we didn’t even think about.
Flying shields are a very early work in progress idea, we thought about changing their material into concrete or not having shields but throwables instead. They do pose a few gameplay performance and design consistency questions though.
If we were, for example, going to change shields into throwable objects how would that impact fps count of MIND CONTROL DELETE? Having so many different objects being spawned at the same time might be taxing on overall game performance.
Also, if an enemy is surrounded by flying throwables, can I grab one and throw it? If not, why?
And so on and so on, this is just on of many paths behind the design process.
Soon you will be able to give those guys a go yourselves.
Take care of you inner kid.
Happy Children day!
Szymon from SUPERHOT team
[ 2018-06-01 16:06:38 CET ] [ Original post ]
🎮 Full Controller Support
- SUPERHOT Content - Linux [3.9 G]
9/10
"The most innovative shooter I’ve played in years." - Jimquisition
9.5/10
"unlike anything else I've played." - Polygon
9/10
"may very well belong in the same set as System Shock and Half-Life” - The Daily Dot
5/5
“SUPERHOT IS THE MOST INNOVATIVE SHOOTER I’VE PLAYED IN YEARS!” - Washington Post
Blurring the lines between cautious strategy and unbridled mayhem, SUPERHOT is the FPS in which time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It's just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets.
With its unique, stylized graphics SUPERHOT finally adds something new and disruptive to the FPS genre. SUPERHOT’s polished, minimalist visual language helps you concentrate on the most important - on the fluidity of gameplay and cinematic beauty of the fight.
SUPERHOT features:
- Endless Mode - How long can you last against unyielding waves of enemies?
- Challenge Mode - Take on SUPERHOT with your bare hands, no restarts, timed runs, and more.
- Replay Editor - Edit and upload your best runs for all to see on Killstagram.com
- Extras - Delve further into SUPERHOT with mini-games, ASCII art, and [redacted].
Thirty months in the making. Thousands of hours put into development and design. From its humble origins in the 7 Day FPS game jam, through a hugely successful Kickstarter campaign to a plethora of awards and nominations from industry experts, SUPERHOT is a labor of love by its independant, dedicated team and thousands of backers from all around the globe.
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