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7DFPS ...
SUPERHOT
by The Bricky Blues | submitted for 7dfps |

29

14


Tag line
First Person Time-Moves-Only-When-You-Move Shooter


Download links (see about for more)
About
A frantic fast shooter where time moves only when you move. WSAD to move. LEFT CLICK to shoot or take enemies down when no gun. RIGHT CLICK to throw your weapon away. Enter the stylish hell of bullets and dance between them like a ballerina of death. Become the primadonna in the opera of destruction.Mozart of Murder. Beethoven of beating them. In the face. With bare hands. Take their guns away and shoot their friends. Until you run out of ammo. Then Repeat. In SUPERHOT you become exacly this kind of Beethoven. Take your time. Take all the time you need. Make all your moves 100% SUPERHOT. SUPERHOT was created completely during the 7DFPS challenge by a team of 10 developers. It was our first Unity project, first time working together (for many) and even first time working in a team for the youngest among us. It was a huge experiment and a totally exhausting experience. We are happy though. In the end, what counts is that every one of us can say: "We've made a SUPERHOT game".
Really stylish with a great concept, it plays really well.The sounds and how enemy damage is displayed is especially ace. Perhaps it could benefit from displaying how many bullets you have remaining in order to encourage strategies to reach a new gun before you run out of ammo.
Several says...
Very sexy. An excellent example of how a well-focused tiny experience can be better than a larger-but-less-concentrated offering. I particularly like the stylization & animations of the humanoid models. And throwing the guns away to sneak-attack. I'd initially considered playing with the same time mechanic for this jam, but couldn''t have executed it nearly so well, or restrained my focus with such dedication. Quite glad now that I didn't decide to pursue it. A few wee quirks/suggestions: - It seems like maybe you shouldn't be able to jump out the window. Alternatively, the respawn could happen sooner, with a bit more style, and the floor could be covered or obscured from underneath. Landing for a few moments and seeing into the room from underneath isn't as sexy as the rest of the experience. - Going into fullscreen mode, my system cursor is visible until I die/restart. You might try checking if Screen.fullscreen each frame, and lock the cursor if it was false last frame and true this frame. - Going into fullscreen sticks me with a 4:3 aspect ratio and black bars on the sides. I'm pretty sure this is Unity's fault. I was able to get around this for my entry by changing what screen ratios were supported for standalone builds (unchecking 4:3 and 5:4), then building for the web player, but that made everything look chunkily upscaled. Perhaps there's a better solution. - I quite agree with The Kelly Gang's comment on ammo. It might be thematically consistent to flash the number of bullets remaining on the screen, either as text (like the "EMPTY") or possibly as iconic representations (a brief flash of bullet outlines, one for each bullet still in the gun). Another option might be to see the bullets in the chamber through the gun, either in black or red. These are minor things, though. Well done!
Bec_Bunsen says...
Brillant, I like it very very much, So catchy ! This might birng me back to the FPS genre ;)
SamoojaMies says...
super awesome
JW says...
very cool, would love to see more of this. faster gun reload & more enemies please
LokisSword says...
Yup yup yup - Super HOT :)
random says...
I really enjoyed the whole big text on screen instructing you part.
RadJor says...
Probably my favorite game in the jam. You guys need to go hard with continuing this! I thirst for more chapters. Awesome concept that actually feels really good to play. Great job guys.
Darkfrost says...
Awesome game :) Loved the mechanic, and you pulled it off really well! Would like to see this turned into a bigger game :)
Bronxsta says...
Finally played this! Love the visual style and the time control mechanic. Not only is it satisfying to play with but also visually cool. I spent like five minutes just letting enemies shoot at me and dodging those hopelessly slow bullets :) Do you plan to expand this into a full game? I just imagine this concept with more open levels and more maneuverability, more weapons, stuff like that, would be awesome. But definitely keep the art style or evolve it, it's really cool in that minimalist kind of way
Bronxsta says...
Can't edit my other post so I'll continue here. Played the rest of the Chapters and each one just get better and better. After playing the one where you burst in through the ceiling, got me thinking a cool way to do a full game could be like Dishonored's Time Stop Massacre DLC Challenge. In that, you were presented with a room with enemies and you had a set amount of equipment. The goal is to kill everyone in the room; when you enter time stops, you do all your shots, set your traps, etc. That kind of structure would be awesome in Super Hot. Choosing where to enter, which enemy to attack first to get a gun and set you up with the best angle, etc....man, I would just love to see SuperHot as a larger game. You guys have real talent
bio says...
Great idea, great visuals, great difficulty level (at least for me). I'd really be happy to see more of this coming. Definitely worth playing. bio
RadJor says...
haha congrats guys on a superhot greenlight vid! Just saw it on my front page. Best of luck, though it doesn't look like you will need it :)
RETRO_MPH says...
http://www.youtube.com/watch?v=XppmkJPjK48 Me playing this amazing game!!
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