
Submerge into a new paradigm and grasp the bleeding edge. Blast into the dark far future where all that stands is the dominion of strength. CYCO is a new breed of game 'All-Range Fighting Game', hosting precision crafted combat systems, advanced movement systems, and a never before told story.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Japanese*languages with full audio support
Reviews
Shameless Self Shilling.
The gameplay is great, fast paced and intuitive I love the vibe it has going on, the maps are big and flowy Music and sfx are really good While in combat particle effects are really tastefully done, game does not go overkill with them like it seems to be the trend with most modern games my only criticism is that it may be a litte too heavy on the screen effects my recommendation would be to make noise/film grain and motion blur optional features I understand film grain is part of the style but I get the feeling certain areas would benefit from a cleaner image And motion blur, well it's pretty controversial as it is I also had an issue where certain menus would overlap with each other, in my case I tried setting the resolution to 720 and I wasn't able to because when clicking it it would instead modify the value below it Overall I think this project has a lot of potential, gameplay is fun and challenging, visuals and music are great, definitely would recommend this game.
This game is weird as hell and I can't wait for more updates. Combat's weird, I can barely understand what's going on in the story, the visuals are weird. But for some reason, it doesn't leave my head, I always come back trying to figure out what's happening. Kinda brings me back to learning to play games for the first time. I hope for the best for the developers/developer, and I recommend it if you wanna try something weird
Game seems interesting would hate to see it abandoned so early on. Currently it seems like theirs not much here, just a testing room for you to run around and test out the controls. Game play: is fast paced and feels fluid, although the camera does feel a bit jank in some spots, and could maybe use some tweaking or smoothing. the movement is super fast and fun to run around, it really allows you to quickly cover large portions of the map. Possible optimization issues, game takes a bit to boot up initially, but seams to work fine after the initial boot. ran into some bugs where on the first boot, some things didn't load. game seams neat, needs more work to early to tell
I had to battle the camera and far-from-precise movement pretty much through the entire playthrough. Which, given the good amount of platforming, isn't ideal. But dammit, whenever I began throwing enemies around, suplexing them into the ground and finishing them off with such an elegant form... this is some of the most fun I have ever had with a hack n' slash. It is lacking, for sure. There is very little to do with pretty much no indication of how and where. I understand the appeal to let the player unfold the mechanic depth of the various systems, but that's different from simply not explaining anything. Specifically with the objectives that can be found throughout the map. Performance is a topic on it's own but I'm gonna restrain from commenting on it given that an announcement was made quite recently about it. Just adding myself to the list of people who have had issues running this, specially on the first go. But, going back to the first thought, despite all of its problems this is a legitimately engaging, fun, creative and refreshing game. I really like the direction, and the idea of an 'All-Range Fighting Game' is both novel and succesful. It just needs a lot of polishing. Also, I'm sure this will come eventually but it is hard to fully grasp how satisfying and effective this combat is when the AI just stands there doing nothing. I have really high hopes for the future of CYCO, the recent activity and announcements demonstrate that PHOSPHORUS is still working hard on this project and I can't wait to see what The Rock can offer. Good luck to them and keep up the good work!
[h2]The recent engine upgrade explains the current lack of content. There are updates planned which you can keep track of via community hub and social media. As it stands currently, the games systems are very solid, albeit they have a learning curve.[/h2] At its current early access stage, you can finish the game in roughly 20 minutes if you know what you're doing. The game has a very high skill ceiling. The combat is simple enough to understand, yet between its list of launchers, air attacks, combos, special moves, all the ways to cancel attacks, and all the ways to parry attacks, there will be so much to uncover through emergent gameplay. The movement has a lot of momentum behind it, and the blistering pace it can work in tandem with the combat makes it [i]the most[/i] difficult, yet rewarding movement system I have used in a while. The style is easily the most striking part. The visuals are abstract, the ambience is melancholic, yet the narrative oozes hope. For me it scratches every itch in that avant-garde PS1 era niche. As far as early access titles that have spent 2 years in development though, it definitely shows its frayed edges. Solo developer working with a rapidly evolving engine definitely isn't doing him any favours, and it shows in the massive, very frequent freezes. [b]Apparently the issue is to do with the way the Vulkan API works - if an object is spawned for the first time it will compile all related shaders for it on the spot. A quick workaround until this issue is resolved is to go into Steam's Settings > Scroll down to "Shader Pre-caching" > enable "Enable Shader Pre-caching" (and optionally "Allow background processing of Vulkan Shaders")[/b] Performance issues aside, the systems themselves can take some getting used to. Combat is the easiest system to learn: three different attack stances to use (Melee, Weapon, Kick) that change based on movement input and context (Air, Crouch, Dodge), press Crouch, Dodge, or Jump at the correct times to avoid/parry attacks. It feels super satisfying landing juggles and divekicks, letting attacks fly within milliseconds then cancel those attacks into specials or even more juggles. It's frenetic, and I really wish the AI complimented that. The movement is fluid, but again the most difficult system to get used to - there's sliding, dodging, sprinting, wallclimbing, superjumping, bunny hopping, your camera angle determining your jump velocity (which is my least favourite part), etc. The hub you are first dropped into serves as the tutorial, although if you're trying to figure it out on your own, you will feel like you are bashing your head against a brick wall. Each "tutorial" expects you to be able to figure out its related mechanics, and there are moments where I had to throw ♥♥♥♥ at a wall to see what stuck. Below, I've compiled the solutions in spoiler tags if you need help. [h2][SOLUTIONS][/h2] [h3]The goal of the tutorial is to complete objectives to power a door which takes you to - as of writing this review - the only boss fight in the game. There are five to complete:[/h3] [table] [tr] [th]Dark/Negative version of your character that follows you around:[/th] [th][spoiler]Defeat her three times.[/spoiler][/th] [/tr] [tr] [th]Three white crystals:[/th] [th][spoiler]Attack them until the red flower is revealed, then attack those too.[/spoiler][/th] [/tr] [tr] [th]Basketball hoop with a winged block beside it:[/th] [th][spoiler]Launch and juggle the block until all five fires are lit up on the back of it.[/spoiler][/th] [/tr] [tr] [th]Child in white sitting next to pillar:[/th] [th][spoiler]Carry him to the coconut tree at the very top of the structure he's next to. Or just follow the line.[/spoiler][/th] [/tr] [tr] [th]Dark room with an invisible entity attacking you:[/th] [th][spoiler]Time your blocks(strafe button) until all three rows of illuminated dots appear. Each row refers to different methods: Top row: Jump + Strafe (Space + RMB) Middle Row: Strafe (RMB) Bottom Row: Prowl (CTRL - no need to block)[/spoiler][/th] [/tr]
amazing animation maybe slow down for more players
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