A gameplay exploration on how the time slow concept from SuperHot (in which time is linked to movement) meets the control scheme and randomness of a twin stick shooter. The player controls a tiny hero who carries a magical bouncing disc. When the player moves time also progresses. This means that in order to both manoeuvre and shoot at enemies the player will need to move around the level. By doing this the usual hectic experience of a twin stick shooter converts into a puzzle like experience in which planning and accuracy is emphasised. Besides the controls, time gameplay, shooting mechanics I also implemented a random level generator inspired by the binding of Isaac and a base enemy model with procedurally generated and animated legs.