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

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Maximeme

Newbie
Aug 20, 2017
72
33
Hey so I was wondering, is there anyway to clear out the alien tar? I'm at the top half of the summit just past where you get the hook shot, and I can't find a way onto the platform just there cause the tar keeps me like, one pixel out of reach. Anyone got any tips?
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Shining Tower

Newbie
Nov 22, 2017
27
8
Hey so I was wondering, is there anyway to clear out the alien tar? I'm at the top half of the summit just past where you get the hook shot, and I can't find a way onto the platform just there cause the tar keeps me like, one pixel out of reach. Anyone got any tips?
View attachment 290554
This probably isn't very helpful, but I got to the end of the demo without beating the tar boss. Then I went back with the debug settings and beat him. Basically, you should look at anywhere you haven't been yet and go there. Maybe revisit some of the larger chambers as well?
 
Oct 27, 2018
80
100
after the edovex "attacks" you(alicia), are there plans for her to birth/lay an egg or someshit like that afterwards? sort of like in parasite in city.
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
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after the edovex "attacks" you(alicia), are there plans for her to birth/lay an egg or someshit like that afterwards? sort of like in parasite in city.
I'm not sure about it at this point, to be honest. The CG for the Edovex does have egg laying, but I'm trying to avoid things that might hamper gameplay pacing. I'm not saying it's a definite no, but I haven't decided for sure if I want to add it in gameplay or not.


Hey! Before I begin with the copy/pasted update post, apologies for missing a few updates here - the reason I didn't post any is because there wasn't all that much to say, my last two weeks of update posts were basically "don't have much to show, we're working on finishing up v0.34". Finishing it up took a bit longer than expected, and I posted pretty much all of our visuals earlier in the update cycle. That being said, v0.34 is complete now, so on with the post!

(Oh right, and here's a little preview of one of the new CGs Patrons get access to~ I wasn't able to post it on Patreon because of lewdness)

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(The following is a copy-paste from our If you like what you see, )

Hey everyone! v0.34 is officially complete and out in the wild. There are things that I wasn't able to get to that were originally planned, like making new levels in the Catacombs and implementing the new NPCs I teased recently, but this update still came out nicely, and I managed to get the majority of what I wanted done. (Plus, even though there's no new Catacombs rooms, there IS the new Lurker enemy down there who's sure to show you a great time!)
As always, the download link will be sent via Patreon PMs for those who are no longer pledged, and also linked in the post just after this one for $10 patrons for anyone who is. Without any further ado, let's get into the changelog!

v0.34 UPDATE MAJOR CHANGES
-Implement new Lurker enemy in the Catacombs (BE H-scene not complete currently)
-Implement new Data Disc feature
-Implemented Bestiary feature, with descriptions for 3 enemies (Bestiary entries are currently available immediately rather than being unlocked; this will be changed later)
-Implement new movement upgrade, the Omnidash
-Add new short cutscene at the beginning of the game
-Two new CGs (Lurker CG and Spooky Starlets collaboration CG)
-Completely reworked the Caves tileset
-Change Alicia's behavior on death to allow for H-scenes playing naturally

Alright, that's the major list of changes. Most of it is self explanatory, and I've already gone over the things that need more description in the past, so allow me to take a moment to talk about one thing in particular - the Spooky Starlets collaboration!

Crisis Point: Extinction is honored to collaborate with TinyHat Studios, developers of Spooky Starlets (and also a company lead by our very own FlynnFlann, the UI artist for Crisis Point), to add some extra content to both of our games! In Crisis Point, this takes the form of a Data Disc you can find that allows you to view a CG H-scene starring both Alicia herself and Susie Stitches, the "mascot" of Spooky Starlets. We've decided Spooky Starlets will be a game within CP:E's universe (that Rodriguez happens to be a big fan of), with Alicia being hired in the past to star in a rather lewd promo shoot for it. This keeps the logic consistent with our universe, despite Spooky Starlets being full of all kinds of monstergirls, like slime girls, goat girls, wolf girls, and more, that wouldn't necessarily fit within our lore.
In Spooky Starlets, the collaboration will have Alicia as a "playable character" of sorts! In their game, you direct your own pornographic movies starring a variety of lovely ladies in all sorts of positions - and now, Alicia will be one of those ladies you can pick from! Their page does a much better job at describing it than I ever could, so if the idea of making your own pornos interests you at all, please check out their page below and give their work a look!


Now then, on to the goals for Crisis Point: Extinction v0.35!

CRISIS POINT: EXTINCTION v0.35 GOALS
-Begin (and hopefully complete) the Deep Soil rework, including a complete overhaul of level design
-Add more areas to explore in the Catacombs (if Deep Soil rework goes well)
-Add the BE H-scene for Lurkers
-Start rework of BE mechanics to remove the movement debuffs
-Implement recolored enemies in later areas of the game
-Finish writing Bestiary entries for enemies, and add in proper unlocks for bestiary entries
-Continue reworking older CGs in Kuso's style
-Implement new NPC and cutscenes in the Summit area

This next update will be focused especially on the Deep Soil. It's become a lot of people's least favorite area, due in large part to the level design, so in the interest of fixing it, I'm most likely going to be razing the Deep Soil to the ground, figuratively. What I mean by that is just removing a lot of the current level design completely and reworking it from the ground up, this time with a better plan in mind - much like the other early areas in Crisis Point, a lot of the level design mostly boiled down to enemy hallways, and that's something I want to change and fix up. Unfortunately, such a big overhaul requires a lot of time and effort, and while I've already spent time laying the groundwork for a level design overhaul, it's definitely going to take a majority of my time for this update cycle. That being said, it's not like that's the only thing I have planned for this update, and Puffernutter is going to be helping with tilesetting the new level designs, so I'm very confident I can pull it off within one update cycle!
In addition to the new level design, I also plan on finally starting the BE rework I've talked about for ages (BE will still be in the game and there will still be unique BE H-scenes, it's just gameplay changes), implementing the recolored enemies I talked about recently, and a bunch more things I already listed up above, so the update should be a good one either way.

Alright, that's about enough from me for this update! Sorry we just barely missed the April release window, I was waiting on some last-minute assets, but now that the update is out I hope you guys enjoy it! As always, thank you all so much for your support. I'm really proud of how Crisis Point is shaping up, and it's entirely because of all of you. I'll see you in the next update!
-A42




UPDATE v0.34 MINOR CHANGES AND BUG FIXES
-Fixed some missing wall tiles and improperly-layered ghost platforms in the Summit
-Alicia no longer gets stuck in place if she collides with a Warped Soldier (and maybe others) while using the Wire Shot, if that enemy does not deal contact damage
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-Changed some of the moans in the Tentacle CG sequence to better fit the mood of the scene
-Added gameplay toggle for screen shake on enemy death
-Fixed bug where screen shake during the "boss attacks camp" cutscene often faded out too quickly
-Made it possible to close the ingame menu and main menu Options menu using the Menu Cancel key
-Fixed bug where returning to the main menu while using the Options menu from the main menu resulted in the main menu music cutting out
-Fixed game crash when using Return to Main Menu option in the final room of the game
-Fixed bug where text popup when holding a button to skip a cutscene was behind the text explaining how to skip cutscenes, and after that first scene, the text turned black, making it nearly unreadable
-Fixed a small bug where certain rooms would briefly fade the music out when you entered, only to quickly fade back in
-Changed an instance of repetitive writing in the Summit Entry dialogue
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed bug where some interactables were still interactive during first Warped Soldier fight, which led to various other bugs and crashes
 

R-type

New Member
Jan 4, 2019
7
6
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
How dare you nerf my crutch for the entire game!! How else am I supposed to cream every enemy without any effort? Do you actually expect me to learn how to aim?

All kidding aside, I do think the auto shot was a bit too strong. Even with this nerf I'll probably keep using it, because I can't even seem to hit the broad side of a barn.

I'm also glad to see that the Deep Soil & BE rework are on the list for V0.35. Will the BE rework only remove the debuffs, or do you plan to make it part of gameplay in a different way then it is now? (Although I do think that removing the debuffs is already a major improvement.)

Looking at the list of goals planned for V0.35 I notice that there's a lot on there, are you sure you'll be able to do this in a mere 2 months?
I don't doubt you or your team's capabilities, just remember to take care of yourself.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,645
I'm also glad to see that the Deep Soil & BE rework are on the list for V0.35. Will the BE rework only remove the debuffs, or do you plan to make it part of gameplay in a different way then it is now? (Although I do think that removing the debuffs is already a major improvement.)
I do plan on doing some minor gameplay things with it! If you have any ideas feel free to throw them at me, but right now my plan is to make it so that BE gradually fills your libido over time, and makes touching enemies cause instant sex (though the enemy's normal behavior won't change otherwise), and then have certain puzzle areas where you have to navigate through enemies to a spot with BE active in order to unlock a door or something. Those would be optional challenges and there would be a way to do them without BE later though, for the sake of no-sex playthroughs.

Looking at the list of goals planned for V0.35 I notice that there's a lot on there, are you sure you'll be able to do this in a mere 2 months?
I don't doubt you or your team's capabilities, just remember to take care of yourself.
Thanks so much for being concerned for us man! I usually try to set my goals high for every update, so I'm motivated to get a lot done and I can make sure it all happens. Sometimes (as is the case with v0.34, the update we just put out), not everything ends up getting done - when that happens, I'll often prioritize certain things and delay others into future updates, for the sake of not making myself crunch excessively. Basically, I only do crunchtime when I'm comfortable with doing it, and thankfully everyone supporting the game is very understanding of that! I know there's a big problem in the industry with creators overworking themselves, so I try to be very conscious about making sure I have time to relax, engage in hobbies, and have a social life outside of my work.
 
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R-type

New Member
Jan 4, 2019
7
6
Thanks for the reply. Good to hear that you know how to passe yourself.

I would like to share my thoughts on the BE mechanic, but I need a little more time to make it a coherent read:LOL:
Hopefully I have some time tomorrow.
 
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Tyukaiw

Newbie
May 19, 2017
18
2
hello everyone xD. Can someone tell me where is the double jump upgrade? I already defeated the tar boss and I'm walking arround with no clue where to go xD
 

SrZurdo

Member
Aug 25, 2018
157
102
many different types of bullets and there is no difference in damage (I think they are not necessary) .., even so it is not a complaint, I understand that it is beta and can change many things .. I love this game, it is the best 2D game action-adventure
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,645
hello everyone xD. Can someone tell me where is the double jump upgrade? I already defeated the tar boss and I'm walking arround with no clue where to go xD
There is no double jump upgrade right now. After defeating the tar boss, if you're playing the public demo, the game is over - if you're playing the Patreon builds, you should head back to the Caves and look around for a laser beam coming from the ceiling, you have to use the Dash ability to get through it and get to a new area.

many different types of bullets and there is no difference in damage (I think they are not necessary) .., even so it is not a complaint, I understand that it is beta and can change many things .. I love this game, it is the best 2D game action-adventure
The bullets aren't intended to be a linear upgrade where every one you get is more powerful than the last, they're there for players to be able to develop their own playstyle, and use the type that they enjoy most, which is why they all have drastically different functions rather than just differences in damage. Glad you enjoy the game though!
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
1,645
Hey everyone! Today I've got some exciting news to share - first off, the Crisis Point: Extinction public demo has been updated! In addition to a host of bugfixes and some small additions, like a new cutscene at the start of the game, there's a whole new CG added to the game that you can find on a Data Disc in the Summit. Which leads me into..

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As patrons will already know, Crisis Point: Extinction has teamed up with Spooky Starlets - a game made by our very own FlynnFlann, designer of Crisis Point's UI - to add a little collaboration between our games! In Crisis Point, the collab takes the form of a brand new CG starring Alicia and Susie (pictured above), the lead characters of each game, in an in-universe promo video showing Spooky Starlets as a real game within the Crisis Point universe. Here's a preview of the CG, which is now available for viewing in the public demo:

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Much like every other CG in Crisis Point, it features multiple images and full voice acting, and can be viewed as many times as you like once unlocked. If you have any interest in seeing more of Susie Stitches, along with a bunch more sexy monster girls, you can check out Spooky Starlets - a game in which you pick from a variety of poses to create your own pornographic movies starring the aforementioned ladies!



As part of the promotion, Alicia has been added as a selectable Starlet within Spooky Starlets, so you can make videos starring her as well! If you want to learn more about the game, you can , or ! Throw 'em some support if you like what you see, they're doing great work!

Aside from the Spooky Starlets content, here's a list of what else has been added/changed in the public demo today:

-Added confirmation prompt when opening links at the end of the demo, and fixed issue where gamepads would always double-click on links, opening the link twice
-Raised volume of Skill Unlock sound effect, as it was far quieter than the rest of the UI
-Fixed issue where the player could accidentally skip the Wire Shot by jumping over the pit you fall into to get it, which could result in being softlocked
-Fixed bug where the player could push the first Warped Soldier enemy encountered in the camp by using the Melee attack, which could cause the following cutscene to act strangely
-Fixed bug where gamepad couldn't skip the disclaimer and gamepad text when the game is started
-Updated keyboard UI prompts with better art
-Added a short cutscene at the start of the game
-Changed an instance of repetitive writing in the Summit Entry dialogue, and an instance of incorrect writing in Rodriguez's intro cutscene
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed a bug where some interactables were still interactive during the Warped Soldier fight at camp, which lead to many other bugs and crashes
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed Rapid Trigger damage slightly (was 75% of normal damage before, now 66%)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-First boss fight no longer bugs out and continues screen shake if you die and respawn

If you haven't played the public demo yet, or if any of the changes sound like something you want to see, , and throw us a rating while you're there! Every rating helps us get more traffic, so I would really appreciate it!

 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,645
can the save file of the 0.34 ver be used in the new demo v 1.1?
If you've played v0.34, there's no reason at all to play the new public demo, there's nothing new in it - it's just v0.34 but it ends after the 2nd boss fight, because it's a public demo for everyone to play for free, rather than the most current version of the game for Patreon supporters. v0.34 is still the most recent Patreon demo, it just came out earlier this month.
 

cooldude33

Well-Known Member
Jun 1, 2017
1,292
3,832
How do you change window size? The button in the options menu doesn't seem to do anything when I try to change size, the confirm key also seems to bug out if you change the confirm and cancel keys. I changed my confirm key to enter and my cancel key to backspace and now I can't access the options menu from the Main Menu, I can only do it while in-game.
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
1,645
Hey!
Does this public demo contain a lurker?
No, sorry. The Lurker and the area he's in, the Catacombs, are only available in Patreon builds.

How do you change window size? The button in the options menu doesn't seem to do anything when I try to change size, the confirm key also seems to bug out if you change the confirm and cancel keys. I changed my confirm key to enter and my cancel key to backspace and now I can't access the options menu from the Main Menu, I can only do it while in-game.
What resolution is your monitor? The game can only be upscaled in multiples of 640x480, so if your monitor resolution is smaller than 1280x960 you wouldn't be able to change the window size that way - that's the only reason I can think of for it not working though.. As for the confirm and cancel keys, sorry you ran into that, but thanks for the report. Have you tried using the default confirm/cancel keys on the main menu after you rebound them? It's possible the game is only looking for the default keys right now, I'll have to look into it.
 
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cooldude33

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Jun 1, 2017
1,292
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What resolution is your monitor? The game can only be upscaled in multiples of 640x480, so if your monitor resolution is smaller than 1280x960 you wouldn't be able to change the window size that way - that's the only reason I can think of for it not working though.. As for the confirm and cancel keys, sorry you ran into that, but thanks for the report. Have you tried using the default confirm/cancel keys on the main menu after you rebound them? It's possible the game is only looking for the default keys right now, I'll have to look into it.
Thanks for replying.
My resolution is 1360x768, maybe that's why I can't change size. For the confirm and cancel keys I reset them to default and they seem to work, it also worked if I rebound them to anything else too afterwards.. It seems the problem is with the Enter key on the confirm button, I can change the confirm key to anything and the menu works fine except for the Enter key, I can also change the cancel to Enter and it doesn't have problem so the only problem is when confirm is bound to Enter. I guess I'll just have to use something else for now.
 
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