SUPERHOT MEETS HOTLINE MIAMI!
ÜberHot is a low resolution Top-Down Shooter where time moves only when you move. This game features intense action of you controlling a special agent who mows through his enemies using his pistol, dodge roll and the ability of stopping time.
SUPERHOT MEETS HOTLINE MIAMI!
ÜberHot is a low resolution Top-Down Shooter where time moves only when you move. This game features intense action of you controlling a special agent who mows through his enemies using his pistol, dodge roll and the ability of stopping time.
Story: The great prince of Nigeria has been kidnapped by very infamous villains and you have been offered a reward of one million dollars to liberate him. One of the villains had received an email claiming that sending only 100 dollars to the prince would make him get 10,000 dollars in return, which never happened leading to the villains taking action. You are going to save the prince, and no lives are going to be spared in the process.
Description: You control the most badass dude on the planet through 4 levels of blood spurting, fast bullets and total havoc. The gun in your hands is the trusty ol' Kolt 911-handgun, which comes with such attributes as custom sound effects and a magazine the size of 5 bullets. You also have the ability of dodge rolling at your disposal, it's useful for smashing through windows and dodging those projectiles that are constantly flying at you. One of the most impressive aspects of the game is the large variation of sounds made using only a mouth! Also I couldn't afford a real graphic designer so I went with the best graphics that I could produce.
Controls: Pressing WASD-keys makes your favorite agent walk everywhere. You can dodge roll in the direction you're walking in by pressing the right mouse button. Use your mouse to aim around with your Kolt 911-handgun and left mouse button to fire ( be sure to have ammunition left in your magazine! )
really extremely meh
I really appreciate you making that account just to give me feedback! Do you think there wasn't enough content or weren't the game mechanics deep enough?
It really looks like you enjoyed writing that 3 lines long story and adding funny noises much more than working on actual gameplay and visual feedback. :S
I did actually probably enjoy making those sounds and writing the story the most! But could you please go more in-depth on what was the gameplay missing and why didn't the visual feedback really meet your expectations? As I stated somewhere in the description I really can't make any good-looking graphics and didn't even have that much time to even try to make something that pleases the eye.
I'd love to hear more about how you felt about the game!
The main problem i think is that time doesn't start moving again when you fire, and so automatically the only thing that matters in the game is dodging enemies' bullets. Which is very straightforward, done doom 1-2 style - enemies just shoot at you with delay, so you'll be ok if you're running. That only works when there's just lots of enemies on screen, which isn't the case here. What superhot (and many other games) did is add player prediction. So enemies slowly update your velocity and shoot at the position you'll be in in some time, and that requires you to strafe. Levels don't have much space and sometimes require the player to "rat" enemies by coming out of the corner, which is pretty hard, because bullets spawn at the tip of the pistol.. pretty fat bullets. Visual feedback for me is things like just the gun sound, bullet impact sound, flesh hit sounds, camera shaking from explosions, recoil in player/viewmodel animations, screen flashing on damage (not related to 1hp games). In hotline miami when shooting from a magnum i see my enemies' heads explode, but here i just see an enemy dissapearing and hear a fart noise.. not what i expected, huh. Also, i'm not a fan of really really counting every every bullet i fire, but this game is really about it.. thou.. i'm stuck on third level, because there are just more enemies than there are bullets in the clip, so, not sure if that feature is well implemented.
Mind that i'm not very eager about these kind of games, in fact, 2d games in general, but i did enjoy both hotline miamis a lot, i even beat all of first game's levels in one combo each. bragging. lol. I'm way more about designing first person games, you should check the only 2 publications i have rn in my profile and see if you should listen to me or not. It could sound a bit stupid that i'm expecting something like gore impact sounds from a game like this one, but the game does have UBER in it. It's a higher difficulty level than "I AM DEATH INCARNATE"!
wow daz a lot of words i wrote. goodluck with your future developings. also, random comment, check out broforce if you didn't. it would've really fit the "story" if this took some visual inspiration from it.
Wow, that's a lot of great feedback and ideas there! I definitely should've thought out the game mechanics better than I did, but maybe if I ever get around to making a sequel I'd implement those ideas of yours. And trust me I would have had better sound effects if I would've gotten any from somewhere as I didn't really feel like ripping any sounds from the internet. The limited amount of bullets have supposed to make the game a bit puzzle-like since you had to really think where you'd use your ammo on, but I don't think many people really understood it, maybe I should've pointed it out better. I also had an idea on my mind where I'd make the enemies corpses fly around like a ragdoll when being shot dead but as I didn't have any experience on ragdoll physics and also due to limited time I chose not to.
I am so sorry for fooling you with the "Superhot meets Hotline Miami" statement as that probably threw you off by making your expectations be too high. I would've loved to make a better game but the resources, ideas and time just weren't there. I promise that the possible sequel I was talking about earlier would repay for this disappointment. But yeah I truly understand that a player would want a game like this to be a little more serious but this game turned out to be not that serious due to the fact that making funny sounds is much easier than making gun sounds lol.
The art of Broforce would certainly be a fit for the story haha, unfortunately it didn't come to my mind during development. Thank you for your words of wisdom and I wish you good luck too as I see you're making a game for the competition too!
Quite fun, i like the way the camera bobs, when you press A-D and the sound effects, but there are some issues/bugs i found
LV3 is almost impossible to complete without bugging an enemy's ai, since you run out of ammo even if you land all shots and dont kill the two enemy's in the room with the switch.
You can get out of the world, on the levels you can exit the building.
There is no meele attack so if you run out of ammo you are done, because enemy's have infinite ammo and high firerate.
The game started lagging at level 5 i suppose it was because of some gamemaker surface, bug making a memory leak. (i dont have a potato pc)
I'm so happy you found the game fun even though it had it's flaws!
Yeah I realized that it does require insanely good luck to get past the enemies to reach the ammo box required to finish the level. I'm going to nerf it very soon as I'm planning to release a small patch in the next 24 hours.
I don't really think that's an issue since nothing happens if you leave the world :/
Yes the fact that there's no melee attack is based on the fact that I intended people to conserve their ammo and spend them wisely to add some puzzle-like elements to the game. Also I really didn't have enough time to add a melee attack :P
I found about that too when I was making the game, I'm pretty sure it happens because of the big amount of blood and glass on the ground. I was considering making them disappear after a while but it would've made the game less persistent. However I'll add it to the patch I'm planning on releasing soon!
Thanks for the productive feedback! Even though the game did receive a lot of unhappy comments I think making a game was good practice and I learnt a lot from it as my last published game dates back to January 2016.