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Super Senso: A Behind the Scenes Look at the Action-Packed Game

January 26, 2018

Super Senso is an action-packed, turn-based game that first launched on the App Store in 2017. We recently had the opportunity to discuss the game with Yohei Ishii, the founder and CEO of TURBO Studios. Here's what we found out.

Can you explain what type of game Super Senso is, and how it's played?

SUPER SENSO is a turn-based action strategy game built for gamers hungry for intense head-to-head competitive play. For die-hards of Advance Wars, it carries the torch forward for the beloved action strategy genre; and for new players, it's a super accessible fast-paced synchronous PvP battler that's not another mindless button masher. We've taken our collective wish list as fanboys of strategic games and fused that with our deep team bench from Nintendo, Riot, DICE, CCP, and Square Enix to create what we believe is the next pillar of mobile competitive gaming.

The objective is as simple as destroying your opponent's SENSO-Gate HQ while defending yours, played out in full 3D glory on a 9x 11 tiled map. The fun and deep strategy comes from deploying your deck of five Units and one Hero Unit (AKA a Senso) from a smash up army of dinos, mechs, military, zombies, cats, aliens, and spells. Move order, unit interplay, and resource management all come to the fore as you develop your tactics and mastery of SUPER SENSO.

What do you think Super Senso offers that other titles in the genre don't?

We've maintained the spirit of classic turn-based strategy at the core, but our unequivocal aim has been to turbo-charge the genre to today's competitive scene by building SUPER SENSO from the ground up as a tight PvP focused experience. Beyond synchronous combat, we've crafted original mechanics such as our Combo Meter and corresponding Laser Strike at the end of each player's turn to expand the dimensions of tactical options while keeping pacing brisk to 5-10 minutes. Also, unlike typical PvE strategy games that are limited to fixed linear campaigns, our game is chock full of infinite emergent gameplay and community-powered events such as Leaderboards and special Strikes. Our mission from day one has been to break the derivative molds ingrained in the current mobile landscape, to bring innovative, top-quality experiences to this evolving but yet to be fully-tapped platform.

How have you made sure both strategy game experts and novices can enjoy the game?

The reason we've been so excited to bring this style of gameplay to mobile is because of the incredible reach and connectivity inherent to the platform. It's precisely why we wanted to make sure SUPER SENSO is as accessible to all types of gamers. From the stylized and inviting art direction of the characters and environments, streamlined rules, to the intuitive tap control mechanics and UI, we've focused on breaking down the barriers to jumping into this genre. At the same time, the depth of play and reward for mastery of tactics is what it's all about, so we've spent years ensuring that there are a wide variety of units and abilities as well as iterative balancing to stay true to strategy.

Can you explain a little how the partnerships with Wargaming, CCP, Adult Swim, Dark Horse Comics, AND Yacht Club Games came about, and why?

From the outset, our dream was not only to create a unique and iconic SENSO world but to also inject cameo character mashups into our universe. Just like a kid's sandbox hodgepodge army of Transformers and Teenage Mutant Ninja Turtles, to duking it out with super heroes from different realms in fighting games, we wanted to bring the joy and fun of absurd and fantastical match ups into our game. We've been super fortunate to team up with our industry friends with these cherished brands who share the same enthusiasm of bringing a smash up experience into our tongue and cheek yet seriously strategic world.

What design decisions did you make to be sure the game was as fast-paced as possible? We scaled down from larger maps and higher unit counts to focus more on close-quarters combat. This allows players to focus on a smaller set of interesting decisions with apparent consequences, rather than mull too many turns ahead. This isn't to say that forethought isn't a big deal, but rather that moment-to-moment decisions matter just as much. This makes good moves feel rewarding, and bad moves easy to punish.

How important was it to have several different types of support troops for players?

A lot of players depend on a few staple units for damage, so the remainder of their deck is filled with support cards. This helps to define a player's strategy and play style, which is important to keep matchups feeling fresh.

Can you explain a little more about the PVP aspect of the game?

PvP pits you against a player of roughly equal skill and progression. Players take turns deploying units and ordering those units to assault their opponent's SENSO-Gate. Certain unit types are strong or weak to other types, so it's up to the player to build a well-rounded deck. By defeating multiple enemies in a single turn, they can activate a Combo Strike, which does direct damage to the opponent's SENSO-Gate. The first player to destroy the other's SENSO-Gate wins. The winning player gets a chest, which contains materials to upgrade his deck before he plays the next match.

What are you personally the proudest of about the app?

I'm most proud that we've not followed the deluge of "me too" mobile games, crushing candy and battling clans, but have spent years holding strong to our vision of bringing a high-quality original experience for gamers craving real games. When we began our mission to create a synchronous action-strategy game focused on competitive battle, there was no north star for validation, but now the market has come around to embrace this level of gaming on mobile. It has not been an easy path, but SUPER SESNO is a game we as gamers want to play, and more importantly feel others can be proud to declare as being part of the community and establishing as the next pillar in the space.

Which element of the game was the trickiest to get right when it was in development?

Trying to keep matches from dragging on too long was tricky and drawn out process of iteration. We'd first toyed with the idea of a turn limit, after which point the match would tend to be a draw. This was anticlimactic, so it evolved into the SENSO-Gate taking a set amount of damage at the end of each turn, sort of like a slow, creeping sudden death. This felt cheap because it robbed players of getting the final, satisfying hit. In the end, we got some inspiration from puzzle games and arrived at the current mechanic, where sequential good moves (kills) charge a Combo Meter Orbital Strike, which damages your opponent's SENSO-Gate based on how high your Combo is. This allowed matches to always inevitably end, as long as units were being destroyed, and also added the exciting danger of being able to destroy your opponent in a single turn or be destroyed in one!

Are there any updates planned for the app across 2018?

We're super excited on what we've got cooking for this year. You can expect a continuous stream of new characters, including our announced and soon to be announced third-party partners, new planets and maps, tournament modes, and a whole host of social features and tools for our growing community. What's out there now is just the tip of the iceberg for SUPER SENSO this year and beyond.

You can download SUPER SENSO from the App Store.

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Super Senso
GungHo Online Entertainment America, Inc.