Others Crisis Point: Extinction [v0.47] [Anon42]

4.60 star(s) 29 Votes
Dec 26, 2018
47
3
You mean like the libido mechanic that already exists in the game and does that exact thing you just described?



The gallery hasn't been updated yet. I might see about trying to update it soon since we do have the new sex moans for Alicia, but there isn't any actual new H-content to put in the gallery yet so I might wait a bit longer, not sure yet.


For everyone that's been leaving nice comments, thank you so much! I completely understand why some people don't like the new direction for H-scenes, and that's fine, it's personal preference, but it's wonderful to know that everyone seems to be enjoying the direction of gameplay at least.
Oke gotcha. Thanks for clearing that up
 
D

Deleted member 134051

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Where is the forest?
I eventually found it myself, if I remember correctly it's on the lower west side of the caves, so you have to do a small bit of backtracking. You'll know you're going the right way when you come across a laser that you have to dash through.
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
1,653
Just finished the game and I want to ask a few questions just to make sure Ive seen everything before i delete the game (For the time being till the next update) There are two ??? options one is on the main menu and the other is in the warp pad menu I want to know if those are unlocks or just not in the game yet. And the next question is in the in game gallery there is a spot for a 3rd monster in the forest area and in the summit area are those enemy's in game or not yet?
All of the warp pad options should be unlockable, I'm not sure which one you might be missing though. There are 2 in the caves, Deep Soil, and Catacombs, and 4 in the Summit. The ??? option in the main menu is not accessible at the moment, though. And for the 3rd enemy in the Deep Soil gallery, yeah, they're not implemented right now - there will be 3 enemies total in each area eventually. They'll obviously show up in other areas too, but each enemy has an area considered their "home" (typically where you first run into them) and that's where they'll show up in the gallery.


Ok I finished it. Thank you for the game! It was very impressive and well done, not the quality I'd expect from playing a "porn" game.
Thank you so much, I'm glad you enjoyed it! That's what we're aiming for - if at all possible, I want our work to be a part of the amazing group of people out there right now, proving that porn games can be more than just cheaply made fap material. It's wonderful to know we're accomplishing that goal, little by little.
 

alparslanaktr

New Member
Dec 24, 2018
2
0
No matter what i do what i try i can't double jump or find "the glove" u guys talking about and i can't find the forest area where is it and how can i get the glove please help me im getting tilted right now
 
Jul 7, 2018
24
36
can you tell me how to get to the forest area i have wire shot but i can't find the forest area
After you've gotten the dash from The Summit, go to the southwest in the caves. You'll find a laser that's impassable unless you dash through it, the Forest is on the other side.
 

gdrocker

Member
Nov 17, 2018
382
830
So I'm guessing it's intentional that we can't get through the water in the Deep Soil area, at least not yet? I've pretty much scoured the entire map, and I can't find anything that looks like it'd let me swim or walk underwater.
 

CyberScherzo

Newbie
Game Developer
Feb 23, 2018
64
409
So I've just tried out this game for the first time, not having played the versions before the 'great rework' Wanted to list my own thoughts and feedback for your consideration.

1. Small control annoyance: When playing with a gamepad, if you hit confirm on the map window and you enter the notes field for typing, you have to press enter on the keyboard to undo it. Being able to hit B/back on the pad to exit out of it would be nice for the times you accidentally open the note window and don't want to actually type anything.

2. I'm not a big fan of the way weapon switching controls works; especially on the sub-weapons. Accidentally trying to wire hook enemies or use force shots on platforms was a common occurrence for me when forgetting what was selected or tapping the swap button one too many times; which was made worse when getting the flamethrower and having three subweapons. Have you played Megaman Zero, by chance? I recommend you steal their option for multiple sub weapon control styles. So in the case of the two gun modes, Type A is a toggle, like you have now. Type B is that what is now the "Swap" button simply fires the secondary fire giving you two shoot buttons; and type C makes it so that holding down the "weapon switch" button while pressing the fire button makes it use secondary fire. Doing the same for sub-weapons is complicated by the fact that there are three of them instead of two, though my suggestion for that is to give the wire hook it's own dedicated button (Maybe the right stick on gamepad can shoot the hook in the direction you flick) But that only works if you don't add any more subweapons.

3. I suggest you consider making the wire shot an actual weapon that can grapple enemies. Rip the shields out of their hands, pull them off walls, maybe stun them while grabbed, etc. Maybe even an upgrade tree. Travel time upgrade, electrified wire upgrade, etc. Most of my frustration on point 2 was from accidentally wirehooking with enemies around and getting attacked because the hook did nothing. Well done grappling hooks can be a fun tool to work with so as it is there is a lot of wasted potential.

4. The ability to toggle purchased/acquired upgrades on/off or sell them back.

5. On that note: I personally don't like the flame orbit "upgrade" on the flamethrower (Distracting and it eats up my ammo) and the fact that it is a required first upgrade on the tree; when it makes no sense for any of the other upgrades to require it. I think the first/base upgrade should be the one that increases the ammo use/recharge, like with the force shot. Fire orbits should be LAST on the tree, or it's own side branch.

6. Little plot annoyance I wouldn't fully call a 'plot hole' but that's the best phrase I have for it: The protagonists now know for a fact that the air makes them 'go crazy' yet they don't take any protective measures. The base's ventilation system is an adequate explanation for while they're safe there, yet Birch and Alicia go running around outside without any kind of attempt at a ventilator or filter. I can understand not wanting to give them masks from a visual standpoint but you still might want to address that somehow. Also corrupted humans are supposedly 'not every talkative' but seem pretty chatty with their combat voice lines.

7. Speaking of which, you can do a little bit more with that idea as a mechanic; because the lust mechanic seems exclusive to Alarune spores at this point. Like having lust rise very slowly with time so it's something you need to manage. Would get pretty annoying unless it's very slow, tbh though. Maybe that can just be in a few special areas with denser air. Maybe there can even be some SP upgrades in a 'corruption/mutation' tree that let you weaponize the lust mechanic a bit. For instance, like a 'sexual frustration' passive skill that gives a damage boost when horny (but you're forced to masturbate when it's filled so there's a risk-reward to balancing it) Side thought, maybe have standing in the tar give a slow slight rise to libido.

8. Put a grappling hook bottom on the totem poles already!

9. Most of what I want to say about the breast expansion mechanic has already been said, but to reiterate: mechanics that take control from the player are rarely fun, but the waiting is what makes it obnoxious. One idea, is that while the effect is active, masturbation becomes 'self-milking' to manually force it to end faster (and it feels like you're actually doing something instead of standing around waiting). Another suggestion is to give status effects like this and the 'sticky shot' from the wall enemies a meter of some sort so you can actually see how much time is left to make the wait less frustrating. And just as some food for thought, have you ever played a doujin metroidvania called "Bunny Must Die: Chelsea and the Seven Devils" That game has a 'breast expansion' item as a semi-joke upgrade, the joke being that it makes Bunny comically heavy; but the gameplay effect on your mobility was interesting since you fall faster which makes it a lot harder to time/space your evasion and double jumps; but ultimately didn't make movement feel terribly restrictive.

10. Minor grievance: Pretty much all the early game bullet upgrades I found are "Weapon is weaker but does x" and it'd be nice to have just ONE of the early accessible/easily found weapons be something more power oriented to accommodate that playstyle option.

11. It'd be nice for the bosses to have voiced CG sceenes too. Kinda weird the standard enemies do but bosses don't since that's basically backwards from how most games have it.

12. Given the theme and context it would be cool if there was a database of Birch's research notes on all the creatures on the planet. (perhaps after capturing them or watching their sex scenes) Standard bestiary feature I guess, but given his obsession for studying them it makes extra sense to have it.

So, all the nitpicks aside, the game generally plays very well. The general movement and platforming feels solid which is the single most important part. (especially given how many H-act games out there have janky collisions, movement and physics) I didn't encounter any crashes or bugs personally so you did a pretty good job squashing them on this release. And this looks quite promising as a general metroidvania kinda game, with the potential to be another Axiom Verge (in terms of quality. Not so much the horror overtones since you're aiming for something less dark)
 

sinistermask

New Member
Feb 1, 2018
5
1
Great game. I enjoyed it from the beginning to the end. I'm looking forward netx updates.
I found some similarities with "Parasite in city" that i love also. Does anyone knows other games that look like this one and with such a good quality ?
 

TheDumbOne

New Member
May 9, 2018
10
18
Great game. I enjoyed it from the beginning to the end. I'm looking forward netx updates.
I found some similarities with "Parasite in city" that i love also. Does anyone knows other games that look like this one and with such a good quality ?
is basically Parasite in City with more production value and more focus on the "horror" aspect. The Developer is getting close to releasing a version 2 of it.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,653
So I'm guessing it's intentional that we can't get through the water in the Deep Soil area, at least not yet? I've pretty much scoured the entire map, and I can't find anything that looks like it'd let me swim or walk underwater.
Correct. There are a lot of areas in the game that will be expanded upon more once you get the appropriate powerups for exploring them further

So I've just tried out this game for the first time, not having played the versions before the 'great rework' Wanted to list my own thoughts and feedback for your consideration.

1. Small control annoyance: When playing with a gamepad, if you hit confirm on the map window and you enter the notes field for typing, you have to press enter on the keyboard to undo it. Being able to hit B/back on the pad to exit out of it would be nice for the times you accidentally open the note window and don't want to actually type anything.

2. I'm not a big fan of the way weapon switching controls works; especially on the sub-weapons. Accidentally trying to wire hook enemies or use force shots on platforms was a common occurrence for me when forgetting what was selected or tapping the swap button one too many times; which was made worse when getting the flamethrower and having three subweapons. Have you played Megaman Zero, by chance? I recommend you steal their option for multiple sub weapon control styles. So in the case of the two gun modes, Type A is a toggle, like you have now. Type B is that what is now the "Swap" button simply fires the secondary fire giving you two shoot buttons; and type C makes it so that holding down the "weapon switch" button while pressing the fire button makes it use secondary fire. Doing the same for sub-weapons is complicated by the fact that there are three of them instead of two, though my suggestion for that is to give the wire hook it's own dedicated button (Maybe the right stick on gamepad can shoot the hook in the direction you flick) But that only works if you don't add any more subweapons.

3. I suggest you consider making the wire shot an actual weapon that can grapple enemies. Rip the shields out of their hands, pull them off walls, maybe stun them while grabbed, etc. Maybe even an upgrade tree. Travel time upgrade, electrified wire upgrade, etc. Most of my frustration on point 2 was from accidentally wirehooking with enemies around and getting attacked because the hook did nothing. Well done grappling hooks can be a fun tool to work with so as it is there is a lot of wasted potential.

4. The ability to toggle purchased/acquired upgrades on/off or sell them back.

5. On that note: I personally don't like the flame orbit "upgrade" on the flamethrower (Distracting and it eats up my ammo) and the fact that it is a required first upgrade on the tree; when it makes no sense for any of the other upgrades to require it. I think the first/base upgrade should be the one that increases the ammo use/recharge, like with the force shot. Fire orbits should be LAST on the tree, or it's own side branch.

6. Little plot annoyance I wouldn't fully call a 'plot hole' but that's the best phrase I have for it: The protagonists now know for a fact that the air makes them 'go crazy' yet they don't take any protective measures. The base's ventilation system is an adequate explanation for while they're safe there, yet Birch and Alicia go running around outside without any kind of attempt at a ventilator or filter. I can understand not wanting to give them masks from a visual standpoint but you still might want to address that somehow. Also corrupted humans are supposedly 'not every talkative' but seem pretty chatty with their combat voice lines.

7. Speaking of which, you can do a little bit more with that idea as a mechanic; because the lust mechanic seems exclusive to Alarune spores at this point. Like having lust rise very slowly with time so it's something you need to manage. Would get pretty annoying unless it's very slow, tbh though. Maybe that can just be in a few special areas with denser air. Maybe there can even be some SP upgrades in a 'corruption/mutation' tree that let you weaponize the lust mechanic a bit. For instance, like a 'sexual frustration' passive skill that gives a damage boost when horny (but you're forced to masturbate when it's filled so there's a risk-reward to balancing it) Side thought, maybe have standing in the tar give a slow slight rise to libido.

8. Put a grappling hook bottom on the totem poles already!

9. Most of what I want to say about the breast expansion mechanic has already been said, but to reiterate: mechanics that take control from the player are rarely fun, but the waiting is what makes it obnoxious. One idea, is that while the effect is active, masturbation becomes 'self-milking' to manually force it to end faster (and it feels like you're actually doing something instead of standing around waiting). Another suggestion is to give status effects like this and the 'sticky shot' from the wall enemies a meter of some sort so you can actually see how much time is left to make the wait less frustrating. And just as some food for thought, have you ever played a doujin metroidvania called "Bunny Must Die: Chelsea and the Seven Devils" That game has a 'breast expansion' item as a semi-joke upgrade, the joke being that it makes Bunny comically heavy; but the gameplay effect on your mobility was interesting since you fall faster which makes it a lot harder to time/space your evasion and double jumps; but ultimately didn't make movement feel terribly restrictive.

10. Minor grievance: Pretty much all the early game bullet upgrades I found are "Weapon is weaker but does x" and it'd be nice to have just ONE of the early accessible/easily found weapons be something more power oriented to accommodate that playstyle option.

11. It'd be nice for the bosses to have voiced CG sceenes too. Kinda weird the standard enemies do but bosses don't since that's basically backwards from how most games have it.

12. Given the theme and context it would be cool if there was a database of Birch's research notes on all the creatures on the planet. (perhaps after capturing them or watching their sex scenes) Standard bestiary feature I guess, but given his obsession for studying them it makes extra sense to have it.

So, all the nitpicks aside, the game generally plays very well. The general movement and platforming feels solid which is the single most important part. (especially given how many H-act games out there have janky collisions, movement and physics) I didn't encounter any crashes or bugs personally so you did a pretty good job squashing them on this release. And this looks quite promising as a general metroidvania kinda game, with the potential to be another Axiom Verge (in terms of quality. Not so much the horror overtones since you're aiming for something less dark)
1. Noted, thanks for the feedback! I don't test with gamepad much so minor things like that often slip by me.

2. I'll definitely keep the idea of having different control options in mind. Player choice in controls is never a bad thing, though as you mentioned it does become more complex with the game having more than 2 subweapons, and possibly getting more in the future. Because of that I don't know if we'll be able to improve this or not, but I'll certainly keep thinking on it.

3. The wire shot IS a weapon and it can grapple certain enemies. Not a lot, I'll give you that, but you specifically mentioned ripping shields out of their hands, and that is literally a thing you can already do. That being said, it isn't intended to be used too often in combat, more as a traversal tool, so I don't plan on giving it interactions with every enemy, I'll just keep thinking on if we can improve the controls to make it less likely you'll accidentally use it while in combat.

4. Definitely want to add a toggle for purchased upgrades, just haven't had the time to yet.

5. The thing is that I wanted the orbital flares to not only help in combat, but to help light up dark areas, and I didn't want it to be a function that the player has to actively put effort into using, but something that just helps out automatically. Being able to toggle it on and off should alleviate this, and I'll keep thinking about ways to make it less distracting, but I don't plan on moving the ability as I want it to be easily obtained since it's a core part of the weapon's functionality.

6. I'll consider addressing it in some way through dialogue, though having a personal filter for the characters would negate the game's libido mechanic, so I'll just find some way to explain it away. As far as corrupted humans not being talkative, I have a few things I want to do to make that line more accurate.

7. I'm pretty sure I've talked about this recently, but we do plan on making the spores and libido mechanic much more common, something that's used all around the game, we just haven't had time to yet.

8. Already did that for a hotfix that came out just after v0.33's release, that hotfix just hasn't been pirated here yet.

9. This is another thing I believe I've mentioned here before - we've been planning on reworking the BE mechanic to remove the movement debuff for a loooong time. It's just going to take a lot of effort because of all the animations that need to be redone, but I can't really just remove it from the game for now, since that would effectively remove half of the H-scenes as well. BE will have other gameplay mechanics and implementation, but the movement debuff is going to be removed as soon as we have the time to do so.

10. The very first weapon you get, Split Shot, is strictly more powerful than the base bullet style. The main projectile deals the same damage but travels farther and has more screen coverage and damage with the addition of the extra 4 weaker bullets. That being said, a lot of the weapon upgrades are still in super temporary locations as we continue designing the game world, so the ones you have access to early on may change in the future, and I'll keep this feedback in mind if we do change 'em around.

11. Another thing I've been wanting to do for a long time. I just haven't decided how I want to handle this, since bosses only have one scene each (rather than sprite scenes AND a CG), as I don't want their fight to be interrupted by mid-battle H-scenes, and I'm not sure how I want to incorporate those two scene styles together in a way that improves them both rather than taking away from them. If you have any ideas I'm all for hearing them, because I've been thinking on it for ages and still haven't come up with a satisfactory idea.

12. Yet another thing I want to do, lol. Sadly, being in development means that a lot of features like this just haven't happened yet, but will be coming eventually.


Anyway, thanks for all the feedback! A decent chunk of it is stuff we do plan on changing, but such is the nature of an in-development game, so I appreciate you bringing them up nonetheless. I'm glad you did enjoy your time with the game overall though! The comparison to Axiom Verge is extremely generous, if we can get anywhere near that level of quality then I'll be extremely happy with what we've made.
 
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CyberScherzo

Newbie
Game Developer
Feb 23, 2018
64
409
2. If you want to add more subweapons the simplest thing I can see working for quick-swapping is numberkey shortcuts on keyboard and control stick shortcuts (like in Megaman 10) on gamepad.

3. Oh huh. I should go back and try it more then. I'd attempted to see if you could grapple shields and it didn't work though I probably just got hit out of it.

5. Well to explain why I don't like the orbital flares: (note: this is without the ammo regen upgrade) I'd tend to use the flamethrower in short bursts rather than sustained use, so I'd be blowing up excess orbs a lot. Since they automatically spawn and eat a chunk of ammo when doing so, while blowing up anytime I'd just tap the flamethrower, I'd be hovering around half capacity all the time and it'd take longer to fill up to max after stopping flamethrower use because it kept making orbits. Just a small annoyance to be honest, since ammo capacity wasn't an actual problem. Not having orbs take ammo would fix some of that but potentially be overpowered. Maybe something to try if removing their cost is having the max number of orbits scale with the amount of fuel in the tank. (ie: only spawns 4 at full ammo,3 at 75%+, etc. )
tl:dr a passive affect that eats my fuel just annoys me a little bit.

Also the orbit explosion mechanic seems to discourage me from actually using the flamethrower stream as a weapon. it's obviously meant to synergize with the 'burning enemies take more damage' upgrade so it's more effective to blow them up in range and use your gun; this rendering the actual 'flamethrower' part of the flamethrower obsolete. So it starts to feel like the fire orbits themselves are the main point of the weapon mechanic and the flamethrower itself is an afterthought.

Also it seems like it would be weird for them to still be flying around and setting things on fire during sprite sex sceenes. (Didn't actually initiate any after getting that upgrade so I don't know if that's actually a thing, but it seems to be if a BE plant grabs you)

11. yeah, the only way I can think of to do it IS to make it two scenes. The combat/sprite scene, and a 2nd scene as one of Birch's 'experiments'.

In general I knew some of the feedback was redundant, just kinda being thorough and echoing some of the comments I'd agreed with.

As for the comparison with Axiom Verge, it is kind of easy to make given that you're using 'tamer' versions of the general body horror theme it has with the mutations and mental corruption. (At least for now, don't know if you're planning on dialing those up later and have but I assumed you where aiming to keep the game less dark, especially due to the h-sceenes with monsters being framed as consensual)
 

Ark Darkfur

Newbie
Oct 20, 2017
18
3
I wish that the orbital flares shot forward like the leaf shield from mega man 2 when you use the flamethrower after they form.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,653
2. If you want to add more subweapons the simplest thing I can see working for quick-swapping is numberkey shortcuts on keyboard and control stick shortcuts (like in Megaman 10) on gamepad.

3. Oh huh. I should go back and try it more then. I'd attempted to see if you could grapple shields and it didn't work though I probably just got hit out of it.

5. Well to explain why I don't like the orbital flares: (note: this is without the ammo regen upgrade) I'd tend to use the flamethrower in short bursts rather than sustained use, so I'd be blowing up excess orbs a lot. Since they automatically spawn and eat a chunk of ammo when doing so, while blowing up anytime I'd just tap the flamethrower, I'd be hovering around half capacity all the time and it'd take longer to fill up to max after stopping flamethrower use because it kept making orbits. Just a small annoyance to be honest, since ammo capacity wasn't an actual problem. Not having orbs take ammo would fix some of that but potentially be overpowered. Maybe something to try if removing their cost is having the max number of orbits scale with the amount of fuel in the tank. (ie: only spawns 4 at full ammo,3 at 75%+, etc. )
tl:dr a passive affect that eats my fuel just annoys me a little bit.

Also the orbit explosion mechanic seems to discourage me from actually using the flamethrower stream as a weapon. it's obviously meant to synergize with the 'burning enemies take more damage' upgrade so it's more effective to blow them up in range and use your gun; this rendering the actual 'flamethrower' part of the flamethrower obsolete. So it starts to feel like the fire orbits themselves are the main point of the weapon mechanic and the flamethrower itself is an afterthought.

Also it seems like it would be weird for them to still be flying around and setting things on fire during sprite sex sceenes. (Didn't actually initiate any after getting that upgrade so I don't know if that's actually a thing, but it seems to be if a BE plant grabs you)

11. yeah, the only way I can think of to do it IS to make it two scenes. The combat/sprite scene, and a 2nd scene as one of Birch's 'experiments'.

In general I knew some of the feedback was redundant, just kinda being thorough and echoing some of the comments I'd agreed with.

As for the comparison with Axiom Verge, it is kind of easy to make given that you're using 'tamer' versions of the general body horror theme it has with the mutations and mental corruption. (At least for now, don't know if you're planning on dialing those up later and have but I assumed you where aiming to keep the game less dark, especially due to the h-sceenes with monsters being framed as consensual)
2. Not a bad idea, using the right stick as a quick select is a bit more complex than tapping a button to cycle, but there's nothing saying we can't have both, since the right stick isn't used at all currently. Thanks for the suggestion!

5. Thanks for the more thorough explanation, I think I get where you're coming from better now. I'm not dead set on keeping the current iterations of those abilities, so I'll think about it more and see if we can come up with a better option - I already have some ideas in mind.. (Also, the flares disappear when Alicia starts masturbating, so they don't interrupt any H-scenes other than protecting you from BE vines)

I wish that the orbital flares shot forward like the leaf shield from mega man 2 when you use the flamethrower after they form.
Not a bad idea at all, thanks for bringing that up! I'm not certain I'll go with that but it's definitely an option for giving the flares a different kind of utility than they currently have.
 

bledge94

New Member
Aug 28, 2017
4
2
I've got to say, the game has improved a LOT since the first demo, even though it was pretty good back then. The game plays just like a SNES game with polished controls, fun gameplay mechanics, really good looking art and graphics, music, and let's not forget about the sound effects and good voice acting. I really enjoyed this. There's but one thing I consider a flaw from this game (this is entirely subjective). I don't like the new way in which H-scenes can be triggered. I miss the old GoR-like mechanic in which enemies knocked Alicia down and it was up to the player to release from the enemy's grab as fast as posible. I belive that a good H-game needs to have an engaging gameplay (it already does) accompanied by a constant display of H-content. Take games like Parade Buster or Final Fuck where you could constantly watch the H-content during the gameplay, or a game like Bitch Exorcist Rio: Action which had a good balance of adult content by introducing GoR and reverse rape on defeated enemies. While you can still trigger the scenes whenever you want in the current version of your game, I still miss the old mechanics because it was like a GoR but improved (you could watch the animation without taking any damage unless you pressed the buttons to struggle and break free). Maybe you can add an option on the menu that can make the enemies trigger the H-scenes again but it's only a suggestion. Still, this game is awesome. Maybe I can't pledge and monthly support you as a patreon due to the constant devaluation of our money in our country, making dollars more and more expensive, but I'm willing to buy the full version of the game once it comes out. Keep up the good work!
 
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4.60 star(s) 29 Votes