
Superstatic is a top-down shooter where you're given the ability to possess and control your enemies. Using "copies", you're able to perform a variety of skills including killing enemies within a certain radius, chaining kills together based on your current combo, teleporting to your copy's position and more.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
还可以的小游戏
Neon pulses feel like a dance party for your brain, each glitch is a surprise confetti blast, and the humor makes you grin like a cat on a keyboard.
Good game
Superstatic scratches the Hotline Miami itch but adds its own spin with a ghost/possession mechanic that lets you hop into enemy bodies and use them against each other — when it clicks, clearing a room this way feels genuinely satisfying. The camera being locked to your character means you constantly get shot from off-screen, which forces heavy reliance on your clone, and with energy draining fast and guns perpetually running dry after just a couple shots, the pacing often feels more exhausting than exhilarating. The power boxes that recharge your energy blend into the environment and are a pain to locate, and there's no way to finish a knocked-out enemy, so you end up awkwardly waiting for them to stand back up before you can deal with them permanently. It's rough around the edges and notably shorter than I'd have liked, but for the frequent sale price of around a dollar, it's a flawed but interesting take on the genre worth trying if you're hungry for more top-down action.
grest
Tags: Topdown Shooter Additional Tags: Delete Local Content & Remove from Library TLDR: Play Hotline Miami instead. Audiovisually disappointing. No Xbox360pad. Experimental gimmicks. Hit and miss balance. Short lived. KB+M only, controller not picked up here. Good PC resolutions support. Hotline miami mechanics with some design issues made up for with gimmicks. The recipe works and the game is fairly solid overall. Decent audio. Sprites got the job done but were not all that great. Slightly less atmospheric Hotline Miami. With design issues where you cannot pan screen wide enough to really spot threats and target them without relying on run & gun. Guns only hold a small amount of bullets meaning you constantly run out and have to swap with vanquished foes. Thankfully the game makes up for that brutal difficulty with a small toolkit of special abilities. The abilities are overpowered, allowing you to send an invisible shadow clone to blow itself up. You can also take control of the body of any enemy, fight with them, have them commit suicide, walk them somewhere have them drop their weapon and walk in the opposite direction... There is a lot of opposition and the maps sometimes feel like they needed more asset diversification but on the overall there is plenty of action. The shooting is lethal, fast paced and there will be close calls. In the end however, you are always felt like this is lacking several layers of polish, and that you are constantly stuck in some sort of surface depth showcase of a game, with a few experimental gimicks and core gameplay made interesting by its brutal simplicity. Since the gunplay can get lethal so quick finding alternatives or ways to cheese things out can quickly become a second nature and having a game that enables you to to do that is on to something. Unfortunately the devs decided to not expand on the concept by no longer patching this and not recycling the concepts in their low quality looking topdown shooter survival game where you place little barricades down. Conclusion: I had some fun toying around with this game's powers and level design. But ultimately there is not enough of a story or any hook to really keep me going and I would rather archive this permanently for declutter. https://store.steampowered.com/app/219150/Hotline_Miami/
Nemám co dodat, z mé strany to není úplně to pravé makové.
2/10
[b]7.5/10[/b] I found Superstatic looking through games on Steam with the "Top-Down Shooter" tag. Although it didn't have a tremendous number of reviews, the premise and mechanics seemed interesting, so I decided to give it a shot. It doesn't hurt that it often goes on sale for a dollar, either. Despite a few irritations, I ended up enjoying my time with the game quite a bit. I found it to be engaging and tense, with an awesome soundtrack. Although you technically "could" play the game as a twitchy quick kill/quick death shooter, you'll likely spend most of your time sending out "clones" and controlling possessed enemies. The distance that you are able to send out your clone and the duration of possession are both determined by your "energy." This energy can be recharged at electrical boxes in the levels, but I found it much more effective and rewarding to refill my energy through killing multiple enemies as a clone. After your possessed enemy is killed, the game typically rewards your efforts with a partial refill of your energy bar. The more effective your stint as the possessed enemy, the more energy you are rewarded with. Therefore, I found it exhilarating to frantically move my possessed enemy around, looking for enemies to dispatch and weapons to equip. I was personally a fan of shotguns, although they typically dropped with only 2-3 shells. In this way, the game allows players to feel the tension of a Hotline Miami-style game without the painful level-restart failures. If your possessed enemy dies, you may be out some energy, but you generally won't need to start the level over again (unless you left your body out in the open). There were certainly times where the game got difficult and I had to take matters into my own hands, but this wasn't tremendously common. In addition to the loop of possessing enemies, you're given a few abilities to play with. One allows you to detonate your clone, one allows your clone to walk through walls, and one allows you to teleport to your clone. Outside of using the detonate once when I acquired the ability and walking through walls in one level that seemed to demand it, I used none of these abilities. However, I did try and use the "chain kill" ability (a fourth ability) as often as possible. I never really understood exactly how this ability worked, but it seemed to somehow kill enemies that were close in proximity to each other whenever I activated it. My issues with the game included the lack of a finisher, some issues with multiple actions being linked to the same button, and the size of the levels. You can punch enemies to knock them on the ground and pick up their weapon, but there is no way (that I found) to finish them off while they're on the ground. Therefore, they will get up again soon, run to the closest weapon, and re-engage. The only way I found to deal with this was to grab the enemy weapon and stand there, waiting for them to get up. Once the enemy was back on his feet, I put him back down permanently with bullets. However, it feels REALLY bad to just stand there waiting for an enemy to get up while your energy constantly drains due to the possession. Another issue, though not as irritating as the previous one I mentioned, is that (at least using keyboard and mouse) the same button (right click) is used to pick up weapons and refill my energy at an electrical box. Therefore, I had to do this dance to move guns away from the box before I could refill my energy. The last issue is that the maps are perhaps a bit too large. Developer Sleepy Studios notes that this allows the player a lot of freedom, but I also found that the open space increased the chances that I'd get shot from off-screen (Superstatic doesn't have a "look" command like Hotline Miami) and made it difficult to locate the exit in each map. If you generally like these quick kill/quick death shooters, Superstatic adds an interesting twist to the mix that's worth checking out. However, I'd recommend playing only a level or two at a time due to the tension inherent in the experience.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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