I tried out the prototype some months ago and finished it. I thought it was an interesting concept but found it a bit too simplistic and that it needed to be fleshed out more, and hopefully they have outlined how they plan to do that in the Kickstarter (I haven't looked at it).
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And... here you go!. This guy is too modest to link to his own Let's Plays :-)
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The idea of kickstarter is essentially to give the developers extra funding so that their finished product can be better and more fleshed-out. Imagine what an extra $10,000 can do for an indie game, in terms of polish and features. We already have early access which is a similar premise (get funding to the developers, while securing a pre-order and perhaps some extras), but with kickstarter you have a little more leverage given you're often getting in on the ground level while some of the designwork is still being tweaked.
Funding at such a base level can have a critical effect on what they will aim for in a final product. A small group with little funding would naturally aim lower, as is within their budget. A small group with a stack of extra funding would be more ambitious, and may hire on a professional artist for the soundtrack, or may even rethink their game and build it on a more suiting engine. These guys are pretty much taking a game-jam prototype and are going to try upping it to more of a 'full game' status.
That's why they could use a "kickstart"
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I could see the main feature (Time only moves when you do) become incredibly annoying after a while.
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It's a great idea, but I do worry about what they're going to do with it. I mean, the demo/prototype had a fun novelty to it, but when it boiled down to it, it was a pretty simple gimmick. They're really going to have to expand around it fiercely otherwise it'll get samey really fast.
Now, imagining some kind of own-posture manipulation (in a bullet-time diving kind of manner) and a third person camera? That's cool. Or something along the lines of the Euphoria engine used in GTA4+ and RDR? Anything to add to the combat 'experience' would really stack up well here. I hope they do well, but they're going to have to work some design magic to upgrade this from just eyecandy-novelty to a fuller game experience.
And good luck to them <3
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those stretch goals are kinda insulting...
if we get an EXTRA 50 thousand dollars after we hit 150 THOUSAND BUCKS, we'll add in an OFTEN REQUESTED FEATURE... because we need an extra 50k otherwise you don't get a replay function... sorry, just cant afford to do it unless you give us 50k more... because replay functionality costs 50 thousand. yup. and we couldnt put this OFTEN requested feature earlier in the stretch goal list, like, say, replacing the additional SPEED MODE one... nope... sorry we need an extra 50 grand for the highest requested feature...
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lol 30k for a speedrun mode, bahahahaha
"thanks for the money suckers"
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Just got this in email - don't even remember when I signed up for this, but looks like a great game!
It all began in August 2013 during the 7 Day First Person Shooter game challenge, where we decided to make something that really stood out in the genre. Our concept was a title that felt dynamic and satisfying, while not requiring superhuman reflexes. Something like a game of real-time chess, except that all the pawns are out there to murder you. We released a public demo...
Check it out on Kickstarter: SUPERHOT. And they're already Greenlit: SUPERHOT.
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