
And there are built in achievements acknowledging that.

I'm sure there'll be no death runs of it out there in no time of course, and plenty of speedruns.
#CYBER SHADOW CHAPTER 7 CRACKED#
I think a full on metroidvania structure with the potential of bloat and aimless backtracking that brings would have been a bad choice here though.There's just enough there to make it feel that it's not just a series of arcadey bite sized levels, but the level design is tight and you don't feel like you're just wandering around looking for a cracked wall.įorget what I said about feeling like a 1CC design, the game is way too long for that. You pass secret areas, some you can already reach and some you can't yet ,ala Metroid. You get the feeling of playing a tightly focused linear game with some sense of exploration, secret hunting.

I like the approach they took to the level structure. This is not something that was just slapped together. So far new enemy types, hazards, and unlockable skills have been introduced at a steady pace. I also went in sort of expecting a Ninja Gaiden clone, but it's really it's own game. There's that general high sense of polish for an indie title.Īlso it's a synthesis of several influences just like Shovel Knight.
#CYBER SHADOW CHAPTER 7 PLUS#
You have the 8 bit plus graphics, player friendly difficulty curve, the overall sense that each area of a level was well thought out and brings some variety compared to what came before. This game actually seems to have a lot in common with Shovel Knight, so it makes perfect sense why Yacht Club would pick this up to publish. You'll take plenty of deaths on your first play, but never really get punished for it. You get the feeling of playing an NES game brought into line with modern gamers' expectations of challenge. So far the difficulty feels similar to Shovel Knight. I'm sure it will ramp up nicely later and have some tough areas. You won't be just sloppily mashing your way through the bosses after the first one or two which bodes well. Bosses seem well designed and do require learning their basic patterns and patiently choosing your shots. Not so much that the stage design is a cakewalk, but it's the amount of hits you can take and the forgiving checkpoint system that keep you going. Only judging by the first three stages the game feels fairly easy. For the first one, I quickly discovered a super easy way to cheese it and end the fight quickly, and the guy subsequently commented on me fighting without honor for doing so.

For example you can destroy the little robots that are sent out to give you exposition dialogue, and there seems to be unique things to go for with the stage bosses at least. I'm not sure what the consequences are, if there are any, but there seems to be a few things you can do which the game makes notice of. So as of what I've seen so far, no notion of a 1CC clear, though it feels like it is built with one in mind, and I'm curious to see what will be unlocked after the first clear. It has a few secrets to go for, and it doesn't seem to have a lives system as such, at least not playing on Normal Mode.

It really feels like a game designed specifically for me and my tastes. The level design is nice, and the enemies are very well designed, with some good ideas thrown in. The sword slash is short but precise, and feels good, most zakos go down in one hit. It's a bit more platforming focused (think Shatterhand or Mega Man) but it has the right elements. It's not ninja gaiden to the core, but never pretended to be that either. I've only just quickly gone through the first two stages (each stage is fairly substantial with both a boss and a miniboss), and so far I can already tell it's hitting all the right notes for me. I think this game deserves its own thread now that it's out.
