Reviews from

in the past


I was tricked by steam reviews, wich says 87% positive. I thought Mind Control Delete is a great succesor of one of my favorite indie games. It's not. Game is tideos, artificially lengthened and simply not fair. Your walkthrough depends mostly on luck. New abilities that you earn progressing the game just sucks compared to what you got on the start. I'd rather replay superhot a few more times.

eu iria fazer uma review engraçada e tals, mas eu gostei do jogo, o que me entristeceu no jogo foi ter q ficar esperando 2 HORAS E MEIA pro final e a questão replay do jogo, é chata, enjoativa e o sistema de roguelike dele é uma merda, teve varias vezes q eu canse de jogar por conta disso, mas de resto... SUPER HOT

one of the rare occasions where i think just doing the same game all over again would be better

Sempre fui apaixonado pela ideia desse jogo, adorava a versão em flash. Essa sequência, em específico, segue uma linha fora do puzzle muito interessante, mas a dificuldade pode afastar quem não curte muito o grind.


Juego divertido de jugar, cuenta algo interesante.

superhot, ale bardziej powtarzalny

No se que coño hacen sacando segunda parte pero epico

I can be autistic about a game without being weird AND IT'S PART OF THE PLOT!

Really innovative and interesting game. A very simple concept brought to life beautifully results in a funny arcadey action game that is essentially a puzzle game in disguise.
Although Superhot has no real story, it works to its advantage. In superhot, you have rooms with enemies who want to cut you up and shoot you down and you go down in one hit because everyone is basically made of glass.
Luckily you have the underrated and elegant superpower to control time. Time moves when you move.
And that really is it, you solve each room , watch the cool cut scene of your run in normal speed and you move on to a newer different puzzle room.
The gameplay is smooth and crispy and the loop is very addicting.
Its a simple game. Its a fun game . Its worth a try!

I don't think Mind Control Delete is a bad game, but I do think that it lacks a lot of what made SUPERHOT a great game. The core gameplay of SUPERHOT was more puzzle based than anything else. It had quick resets for each level, so it was mostly about learning your sequence of actions and then being a badass. It was simple, but allowed for plenty of opportunity for experimentation and optimization. I think that Mind Control Delete brings a lot to the table, but its change in gameplay design is where it misses the mark.

The original SUPERHOT had a fairly curated base game, with each level having a set number of enemies. One level played out the same way every time in terms of enemy spawn points, spawn times, and weapons. Mind Control Delete is procedurally generated, and thus weapons and throwables are placed everywhere over the map, and enemies can spawn through random doors at any moment. I think that the constant variety is great early on, as it lets the player learn the layouts of many maps in rapid succession. But as time goes on, I find myself feeling more frustrated with this approach, as it only amplifies some of the problems with the original game.

The original SUPERHOT had some issues with field of view. Because the game emphasized using your movement precisely, it was really easy to get tunnel vision on what was in front of you and forget about enemies spawning in behind you. The remedy for this was that the level played out the same each time, so getting better at the game was all about memorizing the level, and when and where each enemy would spawn.

Mind Control Delete encounters this same issue, but it lacks an easy solution. Because the game is a roguelike, you constantly are thrust into levels at random locations and an assortment of enemies are spawned in at random. Because you can never truly know where an enemy might spawn, it is safer for you as a player to stay away from the center of the map and have all enemy entries in sight. This forces you to play in corridors or with your back against the wall, which takes away from the fun of out maneuvering your enemies. You still can play in the middle if you're willing to be constantly turning around, however this causes time to pass in-game meaning that you put yourself at higher risk just by turning your head. They have a prompt for if a melee enemy is behind you, but it's pretty inconsistent with when it triggers and it doesn't help when you're being shot at by someone behind you. It's not the end of the world, and as you get better at the game you learn how to be more equipped with enemies spawning behind you, but it's still frustrating when you die to an enemy that you weren't aware of or isn't telegraphed to you in anyway.

My other major issue with the game is the hacks, which serve as stackable abilities. I love a lot of the ideas that they bring to the table, and they definitely expand a lot on SUPERHOT's gameplay. Ricocheting bullets, exploding throwables, boomerang shurikens. It's all super dope. But I feel like they never really stack in a meaningful way. One of the greatest feelings when playing a game like Binding of Isaac, Risk of Rain 2, or Hades is when your abilities start to stack and feel godly. It doesn't happen all the time, and it takes a lucky run, but it provides an insane level of satisfaction. Mind Control Delete doesn't ever really give you the opportunity to let loose with your abilities.

There's absolutely pairs of abilities that would mesh well together, and it's nice when you get them to line up in one run, but most nodes are so short-lived and only have 3-4 hacks, so you never actually feel like you get to take a fun build far before its reset.

I also think that the game starts to lose its steam as you continue playing. They continue to up the challenge with longer nodes and harder enemies, but things just don't feel as purposeful as they do in the first game. I liked a lot of the optimization of levels in the first game, so it's definitely disappointing that the second game detracts from optimization and focuses more on quick action.

I can see what they were going for here, and it's not a bad game, but I think that the gameplay of SUPERHOT doesn't totally align with the randomness of rogue-likes. It's still fun for a little bit, but it gets repetitive, and the payoff for completing each node isn't really great overall. I think that if they were to take these levels, hack ideas, and new enemy types and put them into a more curated experience like the first SUPERHOT it would be a really great sequel. I can't fault them for wanting to take SUPERHOT somewhere new, I just wish that they had found a way to minimize some of the original games problems.

more replay value than the first one

The levels aren't handmade and it's randomly generated and it just feels like I can run through it full speed without using the mechanics. Like it's fun but not fun enough to warrant more of my time

avoid bullets by violently shaking your head it works irl try it out

MAIS SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT.

They could've done the same game but they made a piece of garbage that trully depends on luck. What I really mean by luck is that, in some levels (randomly) invincible demond-like man and katana man are rushing towards you and make your game shit.

Why couldnt you just make the same game but again, in one of the only times this would have been kino to do?

Roguelike game design almost always sucks, genuinely, and it's all laid out in this game. It's almost always been used by lazy game devs as a crutch for their inability to make good games. The 1/10 in the genre stand out because those games are masterfully crafted with the genre in mind, and end up becoming masterpieces because the talent behind them were, well, talented. This game reeks of laziness and slophouse production. It just takes the original game, ruins it with roguelike elements, then creates an awful environment where levels feel so cheap and uncreative. The powers you get, the way equipment is handled, the way you tackle on the same bland levels over and over, it's genuinely like getting an amazing main course meal like the orignal game, then just dumping a ton of desert on top of it that doesn't match the main meal. "What do you mean you don't like ice cream on your carbonara? They're both great food items you like to eat, so we mixed them!" ahh game.

SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT

the most innovative shooter i've played in years, but it's a roguelite! creative and fun ideas but some bs and way less tight than its predecessor

MELHORARAM O SUPERHOT (mas a história é pior)

SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT

I mean... it's just the first game, again.

doesn't change enough to warrant its existence, also too hard imo


é o mesmo jogo, mas com mais raiva

Who is in control when we play a video game? Do you think it's you, the player? "I don't have to do anything I don't want", you say. "I can stand still forever. Of course I have control. Of course free will and agency are mine." A logical course of action.
But if you don't move, you don't get more video game. You're staring at a screen. It's all pixels for the game, it doesn't care if you play or not. It's not offended, it doesn't LOSE anything. But you lose time. You lose happiness.
You are rewarded for moving forward.
You, the player, are rewarded for playing the game, with new things to do, more to see, more to hear. You want more. You NEED more.
That's why you keep playing.
And do you really think that means you're in control? Desperately flicking joysticks, hoping to god that a game divvies out the kind of reward you want?
You're desperate for it. You want more.
MORE.
You want to be SUPER.
You want to be HOT.

the longest most tedious bullshit ive had to go through