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I started playing Mind Control Delete yesterday and I'm struck by how immediately timeless Superhot is and also how much they iterated on it to add layered systems on top of such a solid gameplay loop.

It's the kind of game design that can be applied to a myriad of different things (and has been in the last five years). It's the kind of thing that can port to any kind of technical interface in the next 50 years and will "just work."

It's an extremely grounded design.

Yeah. It really feels almost like a Doom-caliber game, in the sense that it's a very pure expression of a subgenre within the FPS sphere.