Managed to finish the game under 3 hours, that was way too close for comfort, especially in the later stages... i had to quit before dying otherwise i wouldn't have been able to do it!
I realized that maybe parrying can be done with any direction you want because it is possible to parry vertical projectiles but it's impossible to do intentionally.What I don't like about especially the parry, is how it feels having to time the parry press direction perfectly usually WHILE moving or while trying to move or immediately after coming to a stop. it just doesn't feel good when it's the same buttons you use to move. different story if there's a dedicated button or if the parry is done with the attack button.
can you elaborate on what? why does quitting before dying help you with that?Managed to finish the game under 3 hours, that was way too close for comfort, especially in the later stages... i had to quit before dying otherwise i wouldn't have been able to do it!
I can't get my head around the downward slash parry. It just won't click with me at all.
can you elaborate on what? why does quitting before dying help you with that?
also, congrats!
can you elaborate on what? why does quitting before dying help you with that?
also, congrats!
I assume dying and respawning at the last checkpoint doesn't stop or reverse the timer, while quiting and reloading spawns you back at the checkpoint with the time it was when you first checkpointed there. With how environmental things like the ladder you drop at some point, stay after death, it's more like a player and enemy respawn than a reload when you die.
ah yes, obviously. I should have thought of that :Dfor saving time! Since the game autosave, everytime you die the game still count the time passing
The parry sucks. I would have never used it if it wasnt for some mandatory parts. It's not rewarding as it doesnt do that much damage. Fighting the boss that was throwing fireballs at you I realized that jumping over the fireballs and mashing slash was way more effecient.What I don't like about especially the parry, is how it feels having to time the parry press direction perfectly usually WHILE moving or while trying to move or immediately after coming to a stop. it just doesn't feel good when it's the same buttons you use to move. different story if there's a dedicated button or if the parry is done with the attack button.
Is there any way to increase my defense? Why is everything doing double damage all of the sudden?
Just started this and made it through stage 2. No way the not dying achievement is gonna be harder. You could in theory exit to menu before you die or upload a cloud save here or there. The no upgrades though. Yikes...those later stages are going to be frustrating. Not to mention the final boss. All i got left is the no upgrades, no deaths to level 3 and the speed run. I'd imagine the speed run will go pretty smoothly after that many runs of the game.Finished the game without picking up any upgrades.... Now to do the hardest... reaching the end of level 3 without dying
I've just got to chapter 10. I'm not sure I'm going to finish it.
At the start it was kind of disappointing. Hey look at cyber ninja jump and slice! I more or less forced myself to go further to see how the move set unlocked.
Complaints:
- spikes killing you through i-frames is bullshit.
- the chapter 8- the back end of the game seems to be completely allergic to providing health drops, so the late stages become more about memorizing routes with no margin for error.bike ride is trash and commits the unpardonable sin of the stage only being hard *because of* the bike.
I feel the same about all of this. It gets better the more time and effort you put in to it. I got the Platinum trophy yesterday after a near-straight 14 hour cleanup session and I'm considering streaming some speedruns, even.100% the game, as far as collectibles go.
This really is the kind of game that keeps on building up and just gets better and getter. Too bad the early chapters are a little rough because of how anemic your initial moveset is.
Honestly the more I play Cyber Shadow the more I appreciate it, which plays really wonderfully and the Sunsoft-inspired tile art and general aesthetic is fantastic. Just excellent use of the NES color palette.
I also really appreciate that the game renders on a fixed pixel grid.
Just started this and made it through stage 2. No way the not dying achievement is gonna be harder. You could in theory exit to menu before you die or upload a cloud save here or there. The no upgrades though. Yikes...those later stages are going to be frustrating. Not to mention the final boss. All i got left is the no upgrades, no deaths to level 3 and the speed run. I'd imagine the speed run will go pretty smoothly after that many runs of the game.
It really gives the game an authentic NES feel to everything. So many of these retro-inspired games overlook this. Funny how Shovel Knight didn't do this, maybe Yacht Club Games will learn after having published this one. :PYES OH MY GOD I HATE THAT OTHER PIXEL ART GAMES GET AWAY WITH THIS
It really gives the game an authentic NES feel to everything. So many of these retro-inspired games overlook this. Funny how Shovel Knight didn't do this, maybe Yacht Club Games will learn after having published this one. :P
All pixels on screen are always aligned with each other in a perfect grid.care to enlighten me? What does being on a single pixel grid means?
All pixels on screen are always aligned with each other in a perfect grid.
Some pixel art games don't do this and you have the sprites moving through sub pixels. It looks smoother but also unnatural, like the characters are disconnected from the background. Breaks the effect that these are supposed to look like 240p/low-res games.
the bike controls pretty much identically to anything similar you would see in a contra or mega man game. Have you played any with a bike segment before? It's pretty responsive, if it wasn't for the stupid achievement I probably would have gotten through it in my first five tries.
Was this also the case on 3DS? There's not a lot of room for "sub pixels" and I remember thinking it looked grid-like. I'll need to play it again sometime.It really gives the game an authentic NES feel to everything. So many of these retro-inspired games overlook this. Funny how Shovel Knight didn't do this, maybe Yacht Club Games will learn after having published this one. :P
Well, specifically I mean the platforming section. Not only is the platforming horrible but the entire section would be easier on foot. It should've been cut and gone directly to the tunnel sequence.