#superhot mind control delete
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shitposting about a kinda dead indie shooter? its more likely than you think
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and here I thought the shotguns were the worst
#superhot mind control delete#HELLO SMALL SUPERHOT FANDOM IVE COME WITH ART#superhot mcd#superhot game#art
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I'm live again and we're back playing more SUPERHOT MIND CONTROL DELETE!
Gonna try and make some more progress through the game so come through and chat, chill, laugh and lurk while I struggle through it.
TWITCH LINK
#al conteh#alconteh#twitch#twitch streamer#small streamer#twitch affiliate#gaming#superhot#superhot mind control delete
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SUPERCROSS: AUDIO VIDEO DELETE
#artwork#superhot#mind control delete#justice#Cross#Audio Video Disco#Woman#Hyperdrama#indie games#dance music#first person shooter#art#digital art
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played superhot mind control delete
#superhot#superhotmcd#mind control delete#shooter#glitch#video games#fanart#my artwork#drawing#artists on tumblr#red#vr#give up#sketch#cool look#look at my art boy
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i finished superhot in 1 day and when i closed my eyes after that i just kept seeing red guys and bullets coming towards me in slow mo, every time a diff made up level layout, its inescapable, it’s the most innovative shooter i’ve played in years
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youtube
Coming to Game Pass Core on April 23 2024
#youtube#Geme Pass Core#Xbox Series X|S#SeriesX#Series X#Series S#SeriesS#Xbox One#XboxOne#Game Pass#Core#Gamepass Core#deep rock galactic#superhot#Mind Control Delete#Wreckfest
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what do you think about the plot of the game SUPERHOT and its sequel SUPERHOT MIND CONTROL DELETE
[sigh] It's the most innovative shooter we've played in years.
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damn, the Superhot Mind Control Delete soundtrack slaps
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I want shorter games with less stuff by people who are paid more to work less and I'm not kidding
After recently re-playing through Ace Combat 4 and 5 I've come to the realization that I prefer more concise and focused games.
Although Ace Combat 5 is largely an improvement over AC4 in just about every way I still find myself having more fun in AC4. The main difference between the two is a larger focus on story and storytelling through gameplay in AC5 with things like having your allies on the ground (or sea) actually being vulnerable to enemy fire and losing all of them being the failure state of multiple missions. Also having your squad mates participating in the battle and actually helping out, generally having a story that is more complex, more varied objectives and even some superficially branching paths (you can pick version A or B for two different missions). Despite all this the simplicity of AC4 appeals more to me. Every objective is just some variety of destroy enough stuff or a set of specific things within the time limit. Even so the simple arcade-style fun of just trying to destroy stuff with the greatest possible efficiency beats out the greater immersion and story engagement.
The games are also quite different in length, AC4 took me 9 hours to beat, while AC5 took 14. I really feel like AC4 nails its length, it takes just as long as it needs to and has a very linear sense of progression throughout with the same being true for the difficulty curve (aside from the spike in the second to last mission).
There are of course other things that could've influenced my enjoyment. Maybe it's a case of escort missions being bad, maybe it's the frustration of failing a couple of mission towards the end repeatedly that soured the experience.
Either way the difference is that AC4 left me wanting more, AC5 left me feeling relieved it was over. That's not to say I didn't enjoy AC5, it was still a great game, just not as fun.
To return to my overarching point I've found the same thing to be true with many sequels to games I like. DOOM (2016) -> Doom Eternal SUPERHOT -> SUPERHOT MIND CONTROL DELETE Sly 2 -> Sly 3 Jak 2 -> Jak 3 Infamous -> Infamous 2 Fire Emblem The Blazing Blade -> Fire Emblem The Sacred Stones Portal -> Portal 2 That's not to say that the sequels are necessarily bad games, I just didn't enjoy them as much as what came before. Games that were simpler, had less mechanics and stuff in them and in some cases also were significantly shorter.
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Hey, its me Again.
I’m back here to deliver another actual post, here not Twitter because here it can be longer.
Thinking more on the GameDev thoughts today, I’ve been thinking of making my dream game for years so most of this stuff has already been planned for a while but I figure I’ll give a brief restatement of the general idea of the game.
The Game Concept & Idea's I've Previously Thought Up:
So I love PokéPark so I want to make a game that's like PokéPark but the protagonist is a cute kind friendly character who communicates with the player, akin to OneShot, you meet the protag and become general friends, but you help out the protagonist so much over the span of the game that by the end the protag character cherishes you so much they’d be willing to take a bullet for you. I dunno maybe like a Yandere trope sorta(??) but that's too far, no "romanticness" to it or not as mentally unstable, just that the sweet adorable angel protag gets so dedicated to you that he’d be willing to do anything for you by the end of the game, mainly just that he’s innocent to the extent that the protagonist and player dynamic go beyond just like best friend as to “I would die for you” from the protags perspective of the player.
Its like PokéPark, so its a 3d segmented open world game that progressively unlocks more areas as you continue through the plot, helping more NPC's and doing good deeds, having fun controlling and cooperating with the protagonist.
I previously thought it’d be cool to add some kinda mouse control in a 3d space, like you can press a button and it’ll remove your control over the protagonist, like he’d go into a sitting animation until you retake control, the camera view wouldn’t change though as you’re still in the third person camera behind him. From there if you’re not controlling him, you can press the button again to retoggle control over him again, or (the reason the feature exists) you can hover your mouse over the screen and click and drag items with special indicators or colors on them.
As an example of this:
If February (yes I’m just calling the protagonist February now after my OC) is under a ledge, but you see a several boxes with a sparkle design on them on-top of the ledge above him, you can position him where you can see the boxes but he’s out of the way, so then you can pause control over February, hover your mouse over the boxes, and move it in four cardinal directions, likely off the ledge, in order to build a staircase for February to walk up after you resume control of him, thus allowing him to get on-top of the ledge. And that's the concept, its a tool used for puzzles, and also possibly to interact with the characters or February. Think like the pointer from Wii games with Super Mario Galaxy for pushing and pulling or shooting Starbits, or the on-screen gyro sensor in captain toad treasure tracker on the switch. I guess a glorified Wii U touch-screen but in-game with a pointer, and if the game gets ported to consoles then a button that does the thing and then your control just gets placed in the center of the screen for you to use the sticks in order to move and press a to interact with the mouse, I hope you get the idea.
That's all past ideas that I’ve already thought up.
But today I thought of maybe 2 more aspects I’d like to throw into this hypothetical PokéPark successor dream game:
First off, I really enjoyed playing through “SUPERHOT: MIND CONTROL DELETE”, a sequel or DLC to Superhot, it did something really interesting where it kept the level format with different maps every level, but the interesting part is that most if not all levels had no invisible walls. That's the idea here. In PokéPark there are many invisible walls that keep you from falling off the beating path, but the idea is I design a normal playground area/level like in PokéPark, with loading zones so you can go to each area if you interact with the loading zones, but otherwise if you try to run out past the bushes or trees in the distance that you’d think would have invisible walls to keep the player on the path, there are no invisible walls.
The protagonist, February (again it’ll probably not be February but a new protag I’ll design, I’m just using him as a reference) will downright acknowledge either at the beginning of the game or through later text that he and the other NPC’s know that they’re in a game, but try to play it off as if they’re sentient creatures, not that they have predetermined text boxes and stuff, so February knows. Anyway back to the invisible wall idea, there will be a invisible wall on the outskirts of every map but it’ll have no collision, and will purely be a check to show if the player is going outside the map, if the player does, it’ll trigger some flavor text from February, where for the first time you realize you can go out of bounds February will talk a little about something along the lines of “Oh yea. The game developers designed the Park to have boundaries so we couldn’t walk out of bounds, but never actually eventually put thous boundaries in place. So you’re fine to roam outside the level as far as you’d like until you eventually hit the Skybox Floor. I know it might seem odd that there's nothing underneath, but it’s okay when the Park is designed to be a paradise. Also, don’t worry about falling and hitting that Skybox Floor, if you do stray too far it’ll just put you right back up on the ground.”
I figure this first explanation can be more of a “Pause the game and February comes up from the bottom of the screen to give you the dialogue looking directly at you.” thing since its more long-winded, but every subsequent time you pass through the no collision invisible wall check (flavor text check) it’ll be a "Hat in Time"-esque dialogue box that’ll just play as you continue to move, Hat in Time has dialogue boxes that as you continue to platform around display dialogue, with flavor text from February like “Going off the beating path again huh?” and “Nice to always explore outside the intended area, its interesting.” and such, just to recognize that the player is doing so. Though it’ll have a cool-down of every 3 minutes or so, so that going in and out of the check doesn’t just spam the screen.
Other than that, with the idea of no invisible walls, maybe the first area will have invisible walls or something just to give the player the illusion that there usually are invisible walls, but eventually in the next areas they might accidentally walk back into the trees where the visual design is trying to tell them they can’t be, and realize “Oh wow I can actually just run out as far as I’d like.” for the rest of the game. That and I don’t want it to be so they accidentally stumble close to the flavor text check, get the info dump cut-scene about it from February (as explained above), and don’t have the player make the realization that “Oh I just walked outside the boundaries, I can really do that?”, that’d be bad, the point is that they have to consciously be trying to do so. That's the point.
Also this should be obvious by this point, but if I’m going to allow them to go out of bounds then (nearly) every surface should have collision. So:
The far off grass behind the trees in the forest.
Likely the low poly or flat trees off in the distance.
Any hills or landscape in general in the background that the player can see on the main path from a distance, it has to be walk-able.
The player will be able to run onto or into them like they’re floors or walls, not fall through the ground, like no-clipping out of a valve game past the chain fence in TF2 on 2Fort, where the ground has collision despite it's out of bounds. Or! you can go to the PokéPark VRChat maps I found previously and go see if there isn’t invisible walls on that, if I recall correctly. That should be a good demonstration.
So, that's one, the invisible walls thing stated above.
Other than that I thought playing on the idea of the game developers and out of bounds stuff knowing the game is self-aware that its a game, my second thought today was: “What if I put a character in the game who was a real person in the real world but loved the game so much they uploaded their consciousness to it, and its not just like a random person or a fan but a developer of the game that was so passionate and caring that they willingly uploaded themselves into the game before release”. So every NPC in the game is a fictional character who pretend they have sentience and enjoy living inside the game, but one NPC is an actual developer, in his model and text name and all, he uploaded himself into the game. This developer NPC I figure could be just a self-insert for myself or something if I wanted to do that, or I could make it an actual character in the game’s lore, regardless they’d have to show up in the list of names in the credits of the game at the end of the game.
Anyway, this developer NPC would maybe first be found directly on the main linear story path where he interacts with the protagonist, and all the other NPC’s and protagonist include him in the dialogue as well. I could do a route where they don’t acknowledge him as he’s not directly written into the code, but the idea is is that the NPC’s in the game are sentient and have feelings as well, like February, the protagonist. After you first interact with this developer NPC (who I’ll just refer to as myself from now on), he’ll show up exclusively on out of bounds areas of the map.
He’s the only NPC to actually walk out of bounds, and that gives more incentive to explore out of bounds to find secrets or just to see the level slowly fade in less detail as you get further out.
But also, there’ll be a check for how many times each you load into an area, so if you load into the area for the first time, first time ever seeing that area, it’ll track that, as that number goes up to 5 or 10, you’ll see changes that specifically myself as the developer NPC will make, as because he’s uploaded his consciousness into the game, he also likes to tinker around and maybe build himself a little hut out of bounds, as that counter I previously mentioned goes up, you’ll see him slowly build stuff each time the level is reloaded. He’ll take apart pieces of the environment, like twigs or plank board’s lying around and use them to build a little shelter, and it’ll look out of place since it’s out of bounds, the ground it sits on will be a low quality texture meanwhile the individual pieces that make up the shelter will have higher quality textures because hypothetically the storytelling is that he took a tarp or board from the main area and carried it out of bounds to build his little shelter, and that's often where you’ll find him out of bounds, making cool stuff for you and himself to enjoy.
He’ll also offer more in-depth game-play tips besides the tutorial stuff you’ll be taught on the linear path, this is where if, for example, I were to implement a racing mini-game, there’s be a controls screen that’d tell you how to drive forward in the race, but my developer character would give you the tip that you can hold a button to activate a boost, and that button prompt doesn’t show up on the controls in the tutorial for the minigame, you only find it out by reading the text of this NPC, or experimenting and finding it out for yourself. Its like if the combo’s in fighting games at the arcade were exclusive moves people had to figure out themselves and pass by word of mouth, instead of those combo’s being listed out on a menu if you paused the game.
The developer NPC would tell you these as flavor text, tips about the game that you’d only know either from learning it from him, or by experimenting and getting lucky. Almost like the developers left in some cheaty button combinations or whatever to give them a way to easily destroy the competition in harder mini-games later in the game for example, Dev routes in a Mario Maker Level or something. It’d be fun for him to tell the player tips like that, stuff only the developer would know.
To wrap up this long post and end my thoughts.
The previous stuff I said regarding the developer I don’t think I emphasized the best, but hopefully you get the picture.
I like the idea of the player being able to just naturally walk out of the intended design path of the level, going past walls to the out of bounds areas, and then also finding the developer NPC back there just hanging around enjoying his time spent in the paradise he helped create, giving some exclusive tips to you if you talk to him.
That sums it up really with those new thoughts that inspired me to write this all down, so hopefully I might be able to develop a game like this someday, but that's a lot of work and free-time I don’t have.
I don’t want people reading this and stealing and using my idea, I hope that doesn’t happen, but I figured these were fun concepts regardless that if I don’t ever get to develop the game I want that at least I got those ideas out there for people to enjoy some way or another. I hope this hasn’t been completely rambling and you can imagine and visualize my vision in your head and think “wow that does sound interesting and fun to interact with!”
If you managed to read this all, I guess even if you skimmed it, then I genuinely thank you a lot, I know it probably could’ve been shortened, but oh well.
Have a great day regardless, I thank you a lot for reading.
And to the person who just scrolled from the top immediately to the bottom without reading, darn it, come on guy, give a chance to hear me out...
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silly little doom post (song is from superhot mind control delete) :)
#doom#also doom eternal#also kind of superhot#should i make these less specific so people see this#hmmmm#superhot#doom eternal#there you go#hopefully it's cool enough hehe#praetor suit supremacy
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Excessively Long List of Video Games I Suggest To Play (100 Video Games)
Bioshock
Bioshock 2
Bioshock Infinite
Metro 2033
Metro Last Light
Metro Exodus
Assassin's Creed III
Assassin's Creed Revelations
Hollow Knight
Cult of the Lamb
Sky: Children of the Light
Pizza Tower
Control
Papers, Please
Placid Plastic Duck Simulator
Ultrakill
Wolfenstein: The New Order
Wolfenstein II: The New Colossus
Doom Eternal
Subnautica
Subnautica: Below Zero
Grounded
Fallout: New Vegas
Fallout 3
Fallout 4
Slime Rancher
Slime Rancher 2
Arknights
Dredge
Project Zomboid
Half-Life
Half-Life 2
Half-Life Alyx
Terraria
Don't Starve Together
Lethal Company
Stardew Valley
Dead Cells
My Friend Pedro
Voidtrain
Wobbledogs
Unpacking
Red Dead Redemption
Red Dead Redemption II
Elder Scrolls V: Skyrim
Pikuniku
Castle Crashers
Spelunky
Spelunky 2
Hades
The Escapist 2
Cuphead
State of Decay 2
Dead Rising
Dead Rising 2
Dead Rising 3
Speedrunners
Borderlands
Destiny
Destiny 2
Warframe
Fable III
Fire Emblem: Three Houses
Fortnite
Any Pokemon Game
Dark Souls
Dark Souls 3
Elden Ring
Sekeiro
Bloodbourne
The Oregon Trail (2022)
Overcooked
Overcooked 2
Cozy Grove
Legend of Zelda: Ocarina of Time
Legend of Zelda: Majora's Mask
Legend of Zelda: Breath of the Wild
Legend of Zelda: Wind Waker
Legend of Zelda: Twilight Princess
Legend of Zelda: Tears of the Kingdom
Miitopia
Tomadachi Life
Undertale
Deltarune
Death Road to Canada
No Man's Sky
Sea of Thieves
SUPERHOT: Mind Control Delete
Grand Theft Auto V
Titanfall
Titanfall 2
Battlefield 3
Battlefield 4
Battlefield 1
Battlefield V
Call of Duty: Black Ops
Call of Duty: Black Ops II
Call of Duty: Black Ops Cold War
Spec Ops: The Line
Rainworld
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Other Unity games include:
-Grow Home & Grow Up -Quern - Undying Thoughts -Broken Reality -GRIS -Deadcore -Gunfire Reborn -Orwell(theres 5 parts apparently. I thought the first was good) -Pikuniku(!!!!!!!!!!!!!!!!!!!!! must play must save) -GNOG (also must play!) -The Stanley Parable Ultra Deluxe (og runs in source) -SUPERHOT (+Mind Control Delete) -Manifold Garden -Katamari Damacy Reroll (possibly all pc katamari idk) -Snakeybus (its 3d snake!) -Tacoma & Gone Home (potentially charity exempt?) -Untitled Goose Game -Assemble With Care (must play :) -Epistory & Nanotale (charity exempt?) -Plug & Play -Florence -Luna - The Shadow Dust -The Pedestrian -Eastshade (charity exempt?) -Slime Rancher 1&2 ( D: Monomi Park doesn't deserve this and its gonna set back 2's development so much)
#idk if anyone else liked those but I sure did#if I'm understanding correctly we need to get drm free versions of all unity games we like right now immediately. right?
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PC
Portal 2, DOOM Eternal, The Messenger, Red Dead Redemption 2, SUPERHOT: MIND CONTROL DELETE
Jakob (DUSK)
DOOM (2016)
End of "Effects and Cause" in Titanfall 2
I think it's Hugo Gold, or Need For Speed 2 SE
Assuming the game's release date, Mortal Kombat 1 (2023)
DOOM: The Dark Ages
like a thousand (Portal 2)
Half-Life 2 OR DOOM Eternal
FPS but lately I've been getting into hack n slash and metroidvania and I think one of them might take the lead
John Marston (Red Dead Redemption)
skip
Hunt Down The Freeman
Enter The Gungeon
Both
No
Too many to count
Red Dead Redemption 2
God of War (2018)
Battlefield 1 (2016)
Yes.
If I can't customize, then I pick random, if I can customize, I always try to make the same skinny man in every game I can
I would love to live in the world of something like Celeste or S.T.A.L.K.E.R., y'know, maybe DUSK or perhaps Slender (notice how none of these would affect my life if I still lived where I live)
Xen in Black Mesa
Anything that slows me down and prevents me from jumping
Fortnite i guess idk
No :(
Flatout 2
Combat
Minecraft cuz I can mod the shit out of it
Somehow, no
I'm not telling you
I tried to race with my brother on Half-Life 2 to see who would finish the whole game first. He got stuck in the canals and went backwards and could NOT find his way back, his struggles fueled my laughter so much
Charmander plushie (Pokemon)
Skarlet with the short hair aahyuhgnghngfdh,.. (Mortal Kombat 11)
Fuck Leon Kennedy, marry Sadie Adler, kill D'vorah
I'm too stupid to have my own opinion /j
GOOD FUCKING MATCHMAKING
DOOM Eternal
Video Game Related Asks for Gaymers!
Platform of choice when gaming?
Top 5 games of all time.
Favorite boss?
Best game soundtrack (full album or single track)?
Most memorable gaming moment?
First game you ever played?
Most recent game you played?
Most anticipated upcoming game?
Most hours you’ve put into a single game?
Game you’ve replayed the most?
Favorite game genre?
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Coolest enemy/boss design?
Worst game you’ve ever played?
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Single player, multiplayer, or both?
Do you play mobile games?
A game you started, but never finished.
A game that you wish you could play for the first time again.
A game that made you cry.
A game you thought you wouldn’t like, but ended up loving?
Do you watch any other gamers?
Do you typically choose to play a male or female character (when asked to pick)?
If you could live in one of the games you’ve played, which one would it be?
Favorite environment in a game?
Least favorite environmental hazard (e.g. poison swamp, fire/lava, etc.)
A popular game that you just can’t get into.
Do you still buy physical games?
Favorite childhood game?
Favorite aspect of a game (e.g. exploration, combat, fashion/customization, environments, graphics, bosses, roleplaying, etc.)
If you could only play one game for the rest of your life, what would it be?
Have you ever rage quit a game? If so, what game and what caused the rage quit?
Most embarrassing gaming moment.
Funniest gaming moment.
Do you own any gaming themed memorabilia? (e.g. collector’s editions, posters, prop replicas, statues, clothing, etc.)
Hottest video game character?
Kill, Fuck, Marry (choose three characters)
An unpopular gaming opinion you have.
What’s something you want to see in the future of gaming?
Best game cover art.
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