![]() His attacks are easy to jump around and he moves fairly slowly. If you are trying to only confront him from the front, you should aim to hit him after he falls from his shuriken blast or after he charges into the wall and is dazed for a few moments. The fight can be over in a few seconds, however the feat is to defeat Apparitor without stabbing him in the back. The easiest way to deal with this boss is to sneak behind him and deal blows from there. Watch for Smasher’s initial fiery ground pound when he decides to unfold. When Smasher is tucked up, focus on dodging the fire blasts until he comes down again for you to slice him up. So if you buy one -> buy the Messenger, If you have money for both -> buy both.Stick to one side of this boss and destroy the turret on your side as it appears. It also funny, which is super rare, and really good. It feels fresher and the movement less wonky. ![]() If you haven't played it yet, play The Messenger. It is also made by one guy which is an amazing achievement. Sometimes it feels a little bit too inspired from the famous old platformers and a little bit not fresh enough, but still good. There are some wonky design choices regarding movement (Blocking by moving forward and the weird run that you does only works if you start walking first and THEN press the button)Īll in all it is still a game i would recommend. It never feels as precise as for example The End is Nigh in terms of movement. It only gets better when you get the dash and double jump.Īlso some enemy placement is intentionally frustrating and a little bit troll. The movement at the beginning is frustrating. Here's hoping that hard mode/new game plus update is still coming some day. Sprinting is double tapping by default, but can thankfully be changed to one of the shoulder/trigger buttons. If I had to nitpick, the shuriken and the parry should have had their own buttons, but the developer chose to embrace a NES like control scheme with only 2 main buttons (jump and attack), so the shuriken is up+attack, while the upwards slash is down+attack (a bit counterintuitive), and the parry is tap forward. This is not a metroidvania either, it's entirely stage based, although you can replay earlier stages with newly unlocked abilities to access secret rooms with HP/SP upgrades. This is primarily a precision platformer and the boss fights aren't the focus and there aren't too many, although the final boss has 3 phases with no saving or health refills, so you'll have to sweat a bit before you watch the ending. The game has 11 chapters total which will take you around 10 hours on a blind playthrough, although once mastered the game can be beaten much faster (there's an achievement for beating it in under 3 hours). The artwork and music are stellar, there are gorgeous anime style cutscenes (key frames only, not fully animated) between the chapters. ![]() You can double jump high in the air, teleport slash towards an enemy, then teleport slash back through the same enemy to your initial position. It lets you move very fast, gives a lot of i-frames, and can also be chained, even mid-air. Basically when sprinting all regular attacks become teleport slashes, you teleport a short distance while slashing through whatever's in the way. The teleport slash is the coolest ability by far and the game's main gimmick. But very quickly you unlock shurikens, wall climb (same as in Mega Man, you slide down walls), upwards slash (with projectiles if you have SP), downwards slash (aka pogo, with a small explosion if you have SP), projectile parry (tap forward when you're about to eat a projectile, then press attack to send it back), and then sprint, teleport slash, double jump and the ability to charge ALL of the above attacks. Sadly, the starting moveset is very limited, just attack and jump. Tanking and damage boosting are almost never a thing because the enemies hit hard and there's knockdown and insta-death hazards everywhere. There are numerous nail biting sections such as riding a small platform over a chasm of insta-death spikes while fighting off flying enemies and parrying projectiles, where any single mistake will set you three rooms back. There are (somewhat infrequent) checkpoints and infinite lives, so the developers went all out with making the game as challenging as possible. The beginning is not even that hard at first but once you get your full moveset the game takes off the kid gloves and cranks the difficulty up to 11, all the way to Ninja Gaiden (NES) levels and maybe even beyond. ![]() It's definitely one of the spiciest indie platformers I've played yet, a lot more difficult than The Messenger or Shovel Knight. Posted: 21 May Cyber Shadow is the video game equivalent of stuffing your face full of jalapeños and biting down.
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