Hello, I’m Piotr and I work for SUPERHOT. I present to you PICOHOT a homage to the original SUPERHOT game.
This whole idea got born out of a marketing concept in which we planned to fit a game on a floppy disc. Someone came with a brilliant idea to use PICO-8 for that. We loved both the retro feel and ease of use that came with this tool. Technological constraints made it an intriguing design challenge.
PICOHOT was created by team of 3 people - me, Wojcieh Dziedzic (@WojtekDziedzic) and Mariusz Tarkowski (@m_tarkovsky).
Thanks to the PICO-8 community and zep for creating such an amazing tool. You guys made working on PICOHOT a blast!
SUPERHOT’s “time moves only when you move” mechanic.
The Basic SUPERHOT three-color palette for clarity.
A few story levels and an endless mode.
If you have any further questions ask me here or hit me up on my Twitter account - @piotrkulla. I’ll write another, more technical and in-depth post soon that will explain a few worth sharing things like encoding loads of data and even some code (sets of instructions for levels) in strings to save tokens.
Also, visit us at https://superhotgame.com/ to learn more about SUPERHOT!
Best Pico-8 Raycaster. Amazing, really solid game. The Raycasting effects are the best I've seen on pico-8, and I love the quake-like effects it shows when you pick up a gun. It is great that you guys made pico-8 popular with SuperHot fans. This really makes me revisit oculus SuperHot. I had a chance to record some gameplay here: https://www.youtube.com/watch?v=-TYERkP7Fw8&t=389s
I've never played the original, but really enjoyed this one. I still haven't scored better than the base score in Endless, but I'm definitely having a blast trying! Very engaging game and I like when the game gets into a 'pattern' where you can toss your used gun to stun an enemy as the last one you shot's gun flies toward you, basically juggling guns to pick off multiple enemies. Very cool!
I would suggest putting in code to ignore player input during narrative effects. I kept going back and forth between the imitation of a forum and the initial menu because I didn't realize the game was trying to put another option in. Once I stopped to figure out what was going on, it was fine though. I think trying to melee the enemies is frustrating due to the lack of visual indication when they're about to shoot, which would be solved by just a second sprite to show when they're still aiming/reloading. Other than that, I agree with the other comments here.
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