Originally conceived as a part of the 2013 7 Day FPS Challenge, SUPERHOT is a new game that recently surpassed its Kickstarter goal. Its simplistic and stylish, and also uses some new time-bending FPS mechanics. We took some time to talk with Luke Spierewka from Blue Brick, and here is what he had to tell us about the game:
How does it feel to have almost reached your goal on Kickstarter?
Luke: Actually, we’ve already passed our goal and it feels really great!
What made you decide to use Kickstarter as a way to get your game funded?
Luke: The prototype was really well received by the community – that’s why we decided that we want to develop this game further with the support of our fans.
What inspired “SUPERHOT” and who thought of the name?
Luke: The name and the game’s original concept was conceived by Piotr, our lead designer. He chose “SUPERHOT”, because it’s something that really sticks to your mind (though it made searching for news about the game much harder, for obvious reasons).
How would you explain “SUPERHOT” to someone new?
Luke: I think that our elevator pitch does it best – SUPERHOT is a stylish FPS game where time moves only when you move. This allows you to dodge bullets, plan ahead, and execute enemies with striking precision.
What has been the biggest challenge since you’ve been working on “SUPERHOT”?
Luke: Probably the fact that the game’s mechanic is very original. Nobody did stuff like that before, so we have to experiment and discover a lot of things on our own. There’s no cheat sheet for that, and stuff that works well in other FPS games is causing us problems in SUPERHOT.
Have there been ideas of mechanics that you’ve wanted but have had to be unfortunately axed?
Luke: I wanted to have a Metal Gear Rising-esque mesh cutting, but we figured that it’d take a lot of time that could be used in a much smarter way.
The art style in the game is fantastic! Can you tell us some of the methods you used?
Luke: Most of its charm lies in the simplicity. We’re using primitives, simple shapes and a limited color palette to have the player’s imagination do the hard work for us – for example, you can only see the silhouettes of trees and buildings behind the windows, but it makes you feel like there’s a larger world outside.
Can you share something new about the game with us as an exclusive first for GameCloud?
Luke: We have a level editor stretch goal, which should make a lot of people happy if we manage to unlock it
Finally, when will our readers be able to go hands on with the game?
Luke: Our current target release date is June 2015, but we’ll allow people to try out the beta way before that.