There was no way to make it the amazing thing we were hoping, so with some influence from one of Brian Eno's oblique strategies (Emphasise the flaws), I decided to place it front-and-centre as a plot element. JT: We ran out of time to complete it as we had originally envisioned it by our release window but it wasn't removed, just repurposed and scoped down. Could you talk more about this initial version of the project, and the decisions that eventually led you to cutting it? A few years ago, you said this “endless runner” style mode ended up being removed in favour of the detective game we have today. RPS: The Kickstarter for Hypnospace notes “Pursue outlaws on the Hypnospace Highway” as a key feature of the game. A screenshot from Hypnospace Enforcer, the hobby project that became Hypnospace Outlaw. Back then it was more of a glorified level select system, with the main gameplay occurring on the highway. Around the end of the same year I'd already started working on the sequel, which included a small faux-OS that'd allow you to browse an assailant's personal pages for more context. Between levels you see information about the accused, including their avatars and a summary of their misdeeds. In that game you're cruising down an "information superhighway" chasing down internet users who had been reported for breaking rules. It was a side project I was developing in periods of low motivation. Jay Tholen: The initial idea came back when I was working on the microgame Hypnospace Enforcer in 2014 during the development of Dropsy. RPS: What are your earliest memories of the Hypnospace project, and what were your inspirations? The resulting chat (which was conducted via email) was packed so full of interesting titbits about both Hypnospace and its subsequent spin-offs that I've decided to present it here as is. Manage cookie settings Hypnospace spin-off Slayers X is a very fun game that you should go and play immediately. To see this content please enable targeting cookies.
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