

My training project wasn’t just for training anymore.

I used photos of myself as a reference for drawings and animations, but I couldn’t (allegedly) run like a real ninja, so the animation ended up looking pretty stiff. I also read somewhere that bumping your head on the ceiling can be frustrating, so I made sure the head-bumping distance was displayed on the grid as well. It was a jumping game, so I first experimented with jump-arcs and came up with a grid-like mechanism that displayed the kinds of jumps possible to land. I started to spend my spare time on a “training” project. With the tools for indie devs becoming more accessible, it was time to take the plunge. The question was, “Is this something that I can create?” A question that preceded a logo test and a mockup of a ninja in a level. Shovel Knight is released, and a certain blue plougher digs his way into the hearts and minds of people, showing that these types of games were not only welcome but desired. Time passed until it was the year of the shovel, 2014. “No one would want to play a new, 8-bit-inspired game,” I thought. The idea of making this image into a game didn’t even pass my mind until much later. Inspired by a passing thought, maybe a dream, the pixels manifested on canvas, only to be forgotten for years. The then, 20-something pixel artist and retro game fan, Aarne “MekaSkull” Hunziker, drew a picture of a ninja suspended in a tank, fueling the insinuating ambitions of a game, against his will. I’m so excited to present some of the background evolution of the game, that I’ll be talking about myself in the third person for a bit.
CYBER SHADOW PHYSICAL RELEASE SWITCH PS4
Hey! This is MekaSkull, the developer of Cyber Shadow: the retro-rooted, ninja-jumping, robot-slashing action platformer that is coming to PS4 and PS5 on January 26.
