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Cool idea but I think there's much more you can do with the concept. Now it just seems to be about dodging bullets but I may be wrong. I also don't think the name is that fitting but those things tend to grow on you.

It plays more like a puzzle game, actually. It’s not about twitch reaction skills (though you can make it about that if you just decide to run; speed runs will be interesting with this game), it’s about figuring out the best course of action in a much more methodical and slow way. It’s very much unlike every other first person shooter out there (even those with bullet time).

Much of the quality of the final game will depend on the level design, though I’m somewhat optimistic, given that their seven day prototype already delivered pretty solidly on that. You should really play their prototype to get a feel for their game. It’s quite unique.

Also, SUPER HOT definitely grows on you after hearing it a million times during the prototype.

Not only dodging bullets, they also have this: http://forgifs.com/gallery/d/198537-1/One-bullet-left.gif

I think, this game could make sense if player's arms (and preferably the whole body), were simulated biomechanically correct (at least to some extent) so you had to move your guns and your body efficiently saving milliseconds for doing stuff like in [2] (This is a screenshot from the movie Equilibrium. I'm not a fan if the movie, but the "novelty" of Superhot could be justified only in a combat like that). But such game would probably require very strange controls, making it completely unplayable for most of its target audience.

[2] http://4.bp.blogspot.com/-dDg50vH76yU/TjSbzw9G-TI/AAAAAAAABP...

QWOP as an FPS?

Don't know. I tried to play QWOP and did not like the controls at all. I tought about something more streamlined, but it's hard to say exactly what would be good controls. Maybe, you can select the target by clicking, and the player's ragdoll finds the most efficient way to target that enemy.. As simple as that but, you still have to think about the mechanics of the body, and use your momentum efficiently.

There's a prototype at http://superhotgame.com/play-prototype. It's more of a puzzle game, but yes, dodging bullets is a large part of it.

There is an entire genre of games that are about dodging bullets. Bullet Hell games. You might have heard of one, called Touhou.

Not sure what that has to do with anything since this is not even remotely the same. Just saying that the "time moves only when you move" could be used for a lot but this seems to be focused on one thing only.

I find the subjective gameplay experience of super hot - trying to navigate one's way through a spatio-temporal maze of bullets - has a lot in common with touhou.

>just seems to be about dodging bullets

Which is a universal criticism of the genera.

Of what genre? This is nothing like other first-person shooters.

If I were to describe what somebody does in an FPS, I would say they doge bullets.

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