Cyber Shadow

Cyber Shadow

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This game needs a little more work
I say that affectionately; I genuinely dig the vibe and what it's going for, and I'm no stranger to NES style difficulty, but there are some elements of the way that some things interact with each other that doesn't quite work.

- If L1 is the button to dash, it at the very least needs to be a constant 'on' state as long as it's being pressed that affects every time I press Left or Right. I don't know if the simultaneous button press of [L1 + Direction] is its own IF statement rather than L1 being its own boolean for use in the state machine, but it feels really inconsistent and janky in the moment to have to keep pressing it again to dash when you're aleady holding it. Gravity Circuit is a better look at how this mechanic should feel, I think. For that matter, I'd love an actual toggle, since I love to move fast in these kinds of games.

- You can either have Toward be the button for parrying projectiles, or you can have double-tap direction as the dash. Having both active at once means that in the flow of things you're constantly at risk of doing a dash attack into the enemy instead of riposting their projectile, which feels very bad in the moment while you're rapidly parrying multiple projectiles. At the bare minimum a menu option to turn off the double tap dash input would be nice.

- The delay bounce before a down stab feels really flighty and hard to control; I'd recommend either losing the delay entirely or locking the player object's X coordinates at the moment of attack press, or... something like that, I'm just kinda spitballing here. Also it feels like you should get way more up-bounce on successfully hitting the down stab on an enemy; you can barely clear some of the intended bounce bridges.

- Flying enemies can end up getting soft-stuck on ledges? I've been standing on a platform and a flying enemy will just fire projectiles into the side of the thing I'm standing on, which they should absolutely be pathing around to shoot at me if I'm reachable.

- For that matter enemy AI tends to feel a bit inconsistent? I really want them to do the same thing when I come at them the same way, but it seems like it's kind of a crapshoot each time. If this is a style thing, then so be it, just thought I'd mention it.

- Oh, and the jump off a wall feels kind of anemic? It almost feels like it's not its own bespoke state. It's not a big problem or anything, it's just, if you're playing a ninja game, you really want that XSpeed to have a little more bounce off the kick, you know? At least for a short distance; it makes jumping up those tight tunnels way more fun. Not a priority obviously, but would be a big improvement just on pure enjoyment.

Overall a game I'd say is like 90% of the way to being truly great, just maybe a couple of drafts away in my opinion.
Last edited by Norithics; 4 Feb @ 3:23am
Originally posted by MekaSkull:
Very perceptive observations and good suggestions. I hope I get a chance to update the game eventually but we'll see. I'm bookmarking this thread for future reference though.

Currently making an unrelated project to be able to fund continuation of the Cyber Shadow universe.
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Showing 1-14 of 14 comments
The author of this thread has indicated that this post answers the original topic.
MekaSkull  [developer] 6 Feb @ 2:20am 
Very perceptive observations and good suggestions. I hope I get a chance to update the game eventually but we'll see. I'm bookmarking this thread for future reference though.

Currently making an unrelated project to be able to fund continuation of the Cyber Shadow universe.
Thank you for taking the time to respond! I hope your new project goes very well, and that you get the time to work on everything you want to. I know what it's like to have lots of irons in the fire. Be sure to let us know what this new thing is when it's ready, I'd be glad to play more of your games!
Personally, I'd say don't upgrade the game and change it from what it is since it's so great, but these could be some ideas to keep in mind if you make a sequel. That first one about dash and parrying projectiles is problem I've had while playing the game.
MEDLIE 12 Feb @ 9:34am 
Originally posted by Norithics:
At the bare minimum a menu option to turn off the double tap dash input would be nice.
This option already exists in the game, you just didn't want to find it badly enough.
Options -> Game Settings -> ">> to Sprint" [Enabled/Disabled]
Norithics 12 Feb @ 11:48pm 
Originally posted by MEDLIE:
Options -> Game Settings -> ">> to Sprint" [Enabled/Disabled]

So THAT'S where it was! That's nice. Definitely should help when I get back into the game. The dash button iteration is a much bigger issue, is there an option for that squirreled away somewhere as well?
MEDLIE 13 Feb @ 9:12am 
Originally posted by Norithics:
The dash button iteration is a much bigger issue, is there an option for that squirreled away somewhere as well?
No, I don't think there's an in-game setting for that, unfortunately. But Steam provides an easy (although not quite perfect) workaround for your problem if you're playing on a pad, which I'm assuming you are since you mentioned "L1" in the OP.

What you can do is right-click Cyber Shadow in your Steam library -> Manage -> Controller layout. If "Controller layout" isn't there, make sure your controller is connected to your PC. If it's still not there, click on "Steam" in the top-left corner of the Steam window, click on Settings, look for the "Controller" tab on the left side of the popup window, scroll down to "External Gamepad Settings", and activate "Enable Steam Input for [whatever controller you're using]."

Once you've managed to open the controller layout window, click on where it says "Edit Layout." Look for L1 on the list or wherever dash is bound for you. Click on the little cogwheel next to it. Then click "Settings." Turn on "Hold to Repeat (Turbo)" and set the Repeat Rate slider all the way to the left. This will make Steam rapidly mash the button for you when it's being pressed. Then turn on "Toggle" to make the button act as a toggle.

Then you can just close the window, and dash should behave the way you've described when you play the game... sort of. You still have to stop moving when you toggle the dash off in order to stop dashing, which I'm assuming is not quite what you're looking for, but it should improve things for you for the most part.

These settings will only affect Cyber Shadow, so you don't need to worry about them when you go play something else.

Just remember that Steam can't differentiate between being in-game or in a menu, so the dash button will always be a turbo toggle, which can sometimes cause issues in menus. I don't think that should happen in this case, but just be aware of that. In the case where it would cause issues, you'd have to set up another action set in the controller layout settings and a way to freely switch between them, which is a bit annoying to do.

I hope this helps at least a little bit.
Originally posted by MEDLIE:
Once you've managed to open the controller layout window, click on where it says "Edit Layout." Look for L1 on the list or wherever dash is bound for you. Click on the little cogwheel next to it. Then click "Settings." Turn on "Hold to Repeat (Turbo)" and set the Repeat Rate slider all the way to the left.

Oh that's super useful, and not just here. I had no idea that was an option! Very cool, thanks for the heads up!
MEDLIE 13 Feb @ 2:48pm 
Originally posted by Norithics:
Oh that's super useful, and not just here. I had no idea that was an option! Very cool, thanks for the heads up!
Yeah, not a lot of people seem to know about those settings. I think Valve should make it more obvious that that feature exists. It's been on Steam for years. Not every game on the platform supports it, but those tend to be rare.

Glad I could help.
ciclo 8 Mar @ 7:49am 
Its also at one point too difficult. Lvl 4 to find last HP you have do dash and jump through spikes. Ive tried several hundred times.
I still say the difficulty in this is quite fair, but maybe that's because I grew up playing NES games and still play them. This game has unlimited lives, checkpoints everywhere, and the enemy placement seems pretty fair too. Personally, I was quite happy with the difficulty balance in this game.
Last edited by Fear Ghoul; 8 Mar @ 12:01pm
ciclo 8 Mar @ 2:14pm 
There should be added a new power ball: ninja shoes that can walk on spikes.
Deso. 13 Mar @ 9:20am 
Originally posted by MekaSkull:
Very perceptive observations and good suggestions. I hope I get a chance to update the game eventually but we'll see. I'm bookmarking this thread for future reference though.

Currently making an unrelated project to be able to fund continuation of the Cyber Shadow universe.

Wait. You want to say... Sequel is confirmed?!
ciclo 13 Mar @ 9:28am 
Or story mode/accessibility mode. Touch spikes 5 times without dying.
Last edited by ciclo; 13 Mar @ 9:29am
Green 3 Apr @ 8:03pm 
I can no longer find the thread where I originally expressed this sentiment, but my one and only complaint with this game is that it ends too soon after you unlock your full move set. At least that's how it feels to me. The game gets very, very fun with all the moves unlocked, but there needs to be some extra levels, or a side mode that focuses on combat and movement. There's so much potential for fun gameplay that just gets wasted and cut short.

I'd normally advocate for New Game+ with all the moves unlocked, but this game is structured in a way where that would break the game and create huge sequence breaks. Something should to be done, though. You have an incredible gameplay system with this game, and more should be done with it, imo.
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