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Name

 SUPERHOT 

 

Developer

 SUPERHOT Team 

 

Publisher

 SUPERHOT Team 

 

Tags

 Action 

 Indie 

 

Singleplayer 

Release

 2016-02-25 

 

GameBillet

 20.99 /

 

 

Steam

 9,19€ 7,19£ 9,99$ / 60 % 

 

News

 78 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 46 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/322500 

 

How long to Beat

Main Story

 2 Hours 

 

Main Story + Extras

 4 Hours 

 

Completionist

 18 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 1,000,000 .. 2,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 220  

Average playtime (last 2 weeks)

 52 

Median playtime (forever)

 170 

Median playtime (last 2 weeks)

 60 

Public Linux depots

 SUPERHOT Content - Linux [3.9 G] 




LINUX STREAMERS (9)
majorlinuxdarkphotonstudiocasperonlinuxbeeb_beeb_im_a_jeep
zalethontheshasta1wetyogawolfmrshroomies
novaandpulse




MCD Friday Devlog #15-SHIELD

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 18:06:38 CET ] [ Original post ]