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

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Anon42

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Jan 30, 2017
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I never said I was an authority, but kinky or not, nothing in the game made me think they would have willingly chosen to have sex with the creatures, especially when many of them are outright aggressive against them.
Well, the thing is that the game isn't finished. Nothing currently in the game makes you believe that, and that's fair. I can't say if I will be able to convince you by the time the game is done, but don't forget we are still in development and there's tons of room for learning more about our characters.

It just seems awfully convenient that this character has no problem with having sex with a bunch of monsters (many of which would likely look and feel pretty grotesque). They might be gentle, but am I really suppose to believe they would remain so if she were to struggle. Personally I think the idea of trying to push the morality of humans onto different species that likely haven't encountered many if any humans like that to be a bit silly because I don't expect them to have that kind of understanding of things like consent. A human may do things that they feel is right or wrong, but most animals do things for survival or base pleasure.
I can only repeat what I said above: the game is still in development. There are many plot points and lore things that are being kept secret intentionally. I'm not going to be revealing them publicly just to convince some people I've thought things through, and again I cannot say if it will convince you anyway, but know that I have put more effort into explaining it than it might appear right now.

Like I said, I get I get the appeal of this too. But the change comes across as an unnecessary "excuse". The aphrodisiac in this sense seems like added security for it. But rather than helps, imo it breaks it apart. If one tries to apply any real world scrutiny to it it would fall apart. On the other hand, if one's reason for it is that it's what they like in their porn, then there is no problem because it's fiction. It's entirely possible to conjure up a world where this is seen as not so bad, as okay, or even good.


Like you said, it is fiction - some devs like HW enjoy going incredibly deep into their world and explaining everything, which is a totally valid way to do things, but personally I'm the opposite, where I like leaving room for interpretation and not explicitly explaining every fantasy concept (such as the teleportation, why Alicia's blasters only shoot so far, etc). That being said, I know it's a sensitive topic, which is why I have put thought and effort into explaining it like I said above, and hopefully it will be explained to a level that satisfies you.

Note that I am not necessarily saying that this has an effect on one's enjoyment of the game, merely that I see the sex as depicted in the game to be a lighter representation of rape as opposed to consentual sex or a darker representation.

Well, you're free to interpret the game as you wish, though I must reiterate that any rape-y vibes are entirely unintentional, and I hope the future lore expansions and reveals will convince you. I appreciate you explaining your stance more thoroughly, though, and I apologize if I came across as overly hostile at any point - been dealing with a lot of negativity lately, and it's hard not to assume the worst of forum posts sometimes
 

Epiczor

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Sep 1, 2018
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Played. Liked the game, didn't like playing on the keyboard. Would probably be better on a controller.
As for the raping subject, I have to agree with the creator. I like that the MC is slutty enough to have sex with anything but not too slutty to make it become too redundant.

A quick feedback might be that I rarely knew where to go or where I couldn't go. Comparing with Metroid, in Metroid you had hard and clear blockers that stopped you from going forward in certain spots. In this case, it isn't really clear sometimes.
Best example is I cleared the game up to the summit boss and killed it. After that the guy at base says I can explore new grounds and yet, when I talk to him, he replays the (spoilers) H-Game and I am now lost clueless for a few hours.
Another good example is a solid iron-like door completely to the east of the map. Don't know what to do with it.

Is the game not yet done after that? Dunno, nothing tells me in-game or has at least a marker on the map to indicate what cell to get to.

Unless you intend to have the gameplay be more 'overworldesque', I suggest you could simply put markers on the map to point the playing in the right general direction.

Keep up the good work!
 
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Motor3Fase

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Sep 6, 2017
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Hi, i just killed the Sentient Tar, and i would like to know if that is the end of the version or i have to do something else, because i can't find other thing to do.
 

elixxon

Member
Sep 4, 2017
103
30
Hi, i just killed the Sentient Tar, and i would like to know if that is the end of the version or i have to do something else, because i can't find other thing to do.
Through the caves part you can go to the deep soil area with your newfound movement upgrades.
 
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fappug

New Member
Nov 7, 2017
10
2
so whoever says that dont like the game after the changes after the Patreon and they want the old stuff back need to move the fuck on. if your gonna really whine and bitch about this, go make your own game.

also anon, love your work. keep it up
 

Motor3Fase

Member
Sep 6, 2017
168
92
I unlocked the Entering the Catacombs but i don't get what to do, i searched in the thread about this and the only thing that shows up is something about a orb, but i can't find it.
Did i miss something or i need to do something ?
 

E N I G M A

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Uploader
Dec 14, 2018
333
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I unlocked the Entering the Catacombs but i don't get what to do, i searched in the thread about this and the only thing that shows up is something about a orb, but i can't find it.
Did i miss something or i need to do something ?
Follow the blue torches. If the torches are lit, you are going in the right direction. If not, than you have to start form the beginning. Eventually you'll be guided to the orb
 
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elixxon

Member
Sep 4, 2017
103
30
How can I access the catacombs? I seem to have explored all the deep soil. Did I miss an diving upgrade or something?
 

Conclave

New Member
Dec 30, 2018
7
5
Really great game, sadly I won't become a Patreon due to the fact that i've been burned too many times. Though if this game comes to steam, (let's be honest here, it's not like EGS will accept "trash" on their platform) I will break my rule of no buying porn games :LOL::ROFLMAO:. Joking aside, i don't know what the drama is all about, but i will say one thing, keep with your vision (y)(y), a dedicate artist can do no wrong in my book. Just one thing don't said your backer to shove it man, see it from where we are standing from.
 
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Anon42

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Jan 30, 2017
401
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A quick feedback might be that I rarely knew where to go or where I couldn't go. Comparing with Metroid, in Metroid you had hard and clear blockers that stopped you from going forward in certain spots. In this case, it isn't really clear sometimes.
Best example is I cleared the game up to the summit boss and killed it. After that the guy at base says I can explore new grounds and yet, when I talk to him, he replays the (spoilers) H-Game and I am now lost clueless for a few hours.
Another good example is a solid iron-like door completely to the east of the map. Don't know what to do with it.
I do plan on having more NPC dialogue to help hint at where you need to go - it's something I'm working on right now for this next update, actually - but do keep in mind the game is in development, so a lot of the rougher edges will hopefully get smoothed out. That's not to say you shouldn't leave feedback like this, though, since it's the type of thing that helps me realize there are rough edges to be smoothed in the first place.

I will say though, I think the iron-like door is a great example of the exact thing you're asking for - it's very clearly a roadblock preventing you from traveling that direction, with a unique design that should stay in your memory (and if you have a bad memory that's what the custom map notes are for), but you have no way to interact with it when you first see it. Is that not the same thing as the hard and clear blockers you mentioned from Metroid? You often have no idea what you need to interact with something in Metroid until you find the item/upgrade that interacts with it, so it fulfills the exact same purpose.

Is the game not yet done after that? Dunno, nothing tells me in-game or has at least a marker on the map to indicate what cell to get to.
The game is nowhere near close to done. However, there IS a blatant "this is the end of demo" menu once you reach the end, so if you haven't hit that menu then there's still more to do and see.

Unless you intend to have the gameplay be more 'overworldesque', I suggest you could simply put markers on the map to point the playing in the right general direction.
I appreciate the suggestion, but sorry, map markers are absolutely not going to happen. If I wanted the path forward to always be linear I would've made a traditional platformer, rather than a Metroidvania. Like I mentioned before, I plan on adding stuff like NPC dialogue hints for the trickier parts of the game, because the goal isn't to make players get lost, but at the end of the day it IS a Metroidvania - exploration is the name of the game, and getting lost is often a natural part of that. I've tried to craft a balance between obvious linear pathways and moments of exploration/getting lost, which is why the way forward is pretty explicit and obvious until you get the Wire Shot, but at that point I want the game's Metroidvania nature to come out in full force and start encouraging more exploration. It's also why the 2nd boss's difficulty is as high as it is - it's not balanced around a player who beelines straight for it, but rather someone who explores a bit, finds some secrets, and gets some health upgrades. It's still perfectly possible to beat it with base stats, of course, but it'll be a struggle, and that's very much intentional. My best suggestion when you're lost would be to look at the map more - you can tell when areas have connections you haven't gone through by seeing the "open" spots on the edges of map tiles, and also when you haven't fully explored a room since that area won't be completely outlined. I try to design every area in such a way that if there's a pathway you can't access in that room on your first time through, you'll be guaranteed to pass through the tiles that will leave one of those indicators on your map that you haven't fully explored that area yet.


Really great game, sadly I won't become a Patreon due to the fact that i've been burned too many times. Though if this game comes to steam, (let's be honest here, it's not like EGS will accept "trash" on their platform) I will break my rule of no buying porn games :LOL::ROFLMAO:. Joking aside, i don't know what the drama is all about, but i will say one thing, keep with your vision (y)(y), a dedicate artist can do no wrong in my book. Just one thing don't said your backer to shove it man, see it from where we are standing from.
Thanks for the kind words! To my knowledge I've never told a supporter to shove it, though, or anything even close to that. I've been blunt about the fact that we're not changing back to how things used to be, but after years of being told how wrong I am to have made the changes (despite my increased satisfaction and success saying otherwise), eventually I'm just going to start needing to be blunt about the fact that we're not changing back and it's time to either accept it or move on to other games. I've always understood WHY people don't like the changes, and to my knowledge I have never once disparaged someone just because they don't like them, but disagreeing with me doesn't give people justification to be cruel, and that's when I tend to get a bit more rude in my replies.
 

Epiczor

Newbie
Sep 1, 2018
38
42
I do plan on having more NPC dialogue to help hint at where you need to go - it's something I'm working on right now for this next update, actually - but do keep in mind the game is in development, so a lot of the rougher edges will hopefully get smoothed out. That's not to say you shouldn't leave feedback like this, though, since it's the type of thing that helps me realize there are rough edges to be smoothed in the first place.

I will say though, I think the iron-like door is a great example of the exact thing you're asking for - it's very clearly a roadblock preventing you from traveling that direction, with a unique design that should stay in your memory (and if you have a bad memory that's what the custom map notes are for), but you have no way to interact with it when you first see it. Is that not the same thing as the hard and clear blockers you mentioned from Metroid? You often have no idea what you need to interact with something in Metroid until you find the item/upgrade that interacts with it, so it fulfills the exact same purpose.



The game is nowhere near close to done. However, there IS a blatant "this is the end of demo" menu once you reach the end, so if you haven't hit that menu then there's still more to do and see.



I appreciate the suggestion, but sorry, map markers are absolutely not going to happen. If I wanted the path forward to always be linear I would've made a traditional platformer, rather than a Metroidvania. Like I mentioned before, I plan on adding stuff like NPC dialogue hints for the trickier parts of the game, because the goal isn't to make players get lost, but at the end of the day it IS a Metroidvania - exploration is the name of the game, and getting lost is often a natural part of that. I've tried to craft a balance between obvious linear pathways and moments of exploration/getting lost, which is why the way forward is pretty explicit and obvious until you get the Wire Shot, but at that point I want the game's Metroidvania nature to come out in full force and start encouraging more exploration. It's also why the 2nd boss's difficulty is as high as it is - it's not balanced around a player who beelines straight for it, but rather someone who explores a bit, finds some secrets, and gets some health upgrades. It's still perfectly possible to beat it with base stats, of course, but it'll be a struggle, and that's very much intentional. My best suggestion when you're lost would be to look at the map more - you can tell when areas have connections you haven't gone through by seeing the "open" spots on the edges of map tiles, and also when you haven't fully explored a room since that area won't be completely outlined. I try to design every area in such a way that if there's a pathway you can't access in that room on your first time through, you'll be guaranteed to pass through the tiles that will leave one of those indicators on your map that you haven't fully explored that area yet.




Thanks for the kind words! To my knowledge I've never told a supporter to shove it, though, or anything even close to that. I've been blunt about the fact that we're not changing back to how things used to be, but after years of being told how wrong I am to have made the changes (despite my increased satisfaction and success saying otherwise), eventually I'm just going to start needing to be blunt about the fact that we're not changing back and it's time to either accept it or move on to other games. I've always understood WHY people don't like the changes, and to my knowledge I have never once disparaged someone just because they don't like them, but disagreeing with me doesn't give people justification to be cruel, and that's when I tend to get a bit more rude in my replies.
Thanks for taking the time to read my comment.
I do understand that this is still in development and that's why I took the time to write what I had in mind as I played it.
I managed to find my way to the end of the game. I got lost because there were too many 'unreachable' paths I could see on the map and had no clue as to which ones were real or not (because some, to this day, I feel don't exist and might have been map mishaps, not talking about development blocked paths). I do agree that searching and using the map is a good way to go and that hard walls that you don't necessarily know how to go through can happen. I'm more trying to tend on the gameplay feeling rather than the technical view (as I am a Dev myself). I've played many Metroid games and I can't seem to put my finger on what exactly made me feel so lost but I think that if you find the right recipe for visual/sound queues, the gameplay feels so much better.
The metal wall was a good example, another one is that wall ledges looked like a secret zone in a wall you could dash through so I lost so much time wondering if this was a pixel-perfect dash requirement or not. Until I decided to avoid an upgrade and to move on, I had the feeling that that part was glitched/poorly designed until I god the gauntlets. That's the kind of feeling I'm trying to explain.

From the start, my feeling towards the game was as follows :
1. What the hell kind of input layout is this?! (keyboard)
2. Getting the hang of it, not bad but feels clunky. Can't seem to be able to aim at anything on the ground or not at a perfect 45 degree angle (slime and bees). I had to resort to the spray bullet mod with the spread bullet for the rest of the game to not feel too bad.
3. (After getting the dash skill) Ok now it gets a bit more fluid. Still can't aim ennemies but sure.
4. (After getting the omnidash) Best gameplay feeling. I had a lot of fun dashing in diagonals. I was ready for a fat boss fight!
5. The demo ended, I was sad.

Once again, I really liked the game. I hope you can keep at it and make it as fun and fluid as possible while not making it blatantly easy. I really do hope my feedback helps.
 
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Xol

Member
Sep 11, 2017
349
263
I love H-Metroidvanias. There nearly aren't enough good ones out there but this looks and plays amazingly. How do you make progress and survive with just 4k a month for 5 years? Its a shame this project isnt more well known...
Not saying this as anything directed at the creator, but I found this statement to be rather odd. Is there a typo here? 4k a month is 48k a year. A lot of people don't make half that and still manage to get by. I guess it depends on where you live, but there are plenty of places here in the USA (let alone elsewhere) where that's not exactly a struggle. Unless you live on one of the coasts or in some big city, that's more than enough each month to cover all your bills with a bit to spare. After an admittedly cursory lookup, I found that the average annual per capita income in this country is actually around $29k. Granted, that shifts a lot depending on state, and even whether you're in a big city or out in the country, but still.

Of course, you could argue that the national per-capita average income is a lot lower than it aught to be, and I'd whole-heartedly agree- but that's another topic in itself that isn't fit for this thread, that I honestly don't even want to get into on this forum. :p Point is, 4k a month is well above the current average.

-edit-
Granted, that's not taking into account taxes, not to mention it's possibly divided up amongst more than one person, which does change matters; I don't know if the creator is working alone or has a team; I know they commission CGs, and I'm sure they have other production expenses as well.

Mostly I'm just pointing out that someone "struggling" to live on 4k a month, unless they live in New York City or something similar, is kind of silly.
 
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Anon42

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Game Developer
Jan 30, 2017
401
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The metal wall was a good example, another one is that wall ledges looked like a secret zone in a wall you could dash through so I lost so much time wondering if this was a pixel-perfect dash requirement or not. Until I decided to avoid an upgrade and to move on, I had the feeling that that part was glitched/poorly designed until I god the gauntlets. That's the kind of feeling I'm trying to explain.
If you were running into those issues that often, isn't that a good indicator that they're not supposed to be accessible yet? I can understand getting tripped up on the first one or two, and maybe I'm just not understanding what kind of situations you're talking about, but after a while you've gotta realize that there must be something else to it, right?

From the start, my feeling towards the game was as follows :
1. What the hell kind of input layout is this?! (keyboard)
2. Getting the hang of it, not bad but feels clunky. Can't seem to be able to aim at anything on the ground or not at a perfect 45 degree angle (slime and bees). I had to resort to the spray bullet mod with the spread bullet for the rest of the game to not feel too bad.
3. (After getting the dash skill) Ok now it gets a bit more fluid. Still can't aim ennemies but sure.
4. (After getting the omnidash) Best gameplay feeling. I had a lot of fun dashing in diagonals. I was ready for a fat boss fight!
5. The demo ended, I was sad.
1. The keyboard inputs are based off of WSAD. I've never agreed with using the arrow keys for controls, since no other method of controlling a character in games uses the right hand for movement. Still, there's an extremely flexible key rebinding system that lets you use basically any key on your keyboard for anything you see fit, so you're more than welcome to create your own bindings if you don't like the defaults
2. Not being able to hit slimes and Edovex easily is very much intentional. Not every enemy in the game is supposed to be solved instantly by spamming the blaster - that's why the melee attack, force shot, and upgrades for stuff like the dash attack exist. They're all extremely effective at taking down the smaller, mobile nuisance enemies that are more difficult to hit with the blaster. And if you really just want to spam the blaster, there's an Auto Shot weapon type you can find that auto-targets enemies in a cone rather than shooting directly forward, or the Tri Shot chip that makes you shoot out 3 bullets in a cone to hit a wider area. Basically, it's all designed intentionally to give you more, easier options to deal with enemies that might've given you trouble as you progress further into the game. Rather than a linear power increase (i.e. Alicia deals 1 damage at start of game and 5 damage at end of game), I've focused on increasing her toolkit to deal with different scenarios more effectively.
4/5. I agree that the Omnidash makes the game much more fluid and satisfying, and there's plenty more gameplay that will come after that once we get further in development. Unfortunately the Omnidash is a very recent addition and so not much has been designed to make use of it yet


Once again, I really liked the game. I hope you can keep at it and make it as fun and fluid as possible while not making it blatantly easy. I really do hope my feedback helps.
I appreciate the feedback (y) Fluidity and mobility is a huge part of the core gameplay I'm aiming for, and I have plenty more powerups planned to make moving around the game fun and satisfying.


I love H-Metroidvanias. There nearly aren't enough good ones out there but this looks and plays amazingly. How do you make progress and survive with just 4k a month for 5 years? Its a shame this project isnt more well known...
Thanks for the kind words, man. It means a lot to know you enjoy the game so much. The majority of the work is done by me, though as our funding grows in recent years I've been able to hire more and more people for things like voice acting, background art, CGs, and animation. You should see how it was back in the day when we started :p

Not saying this as anything directed at the creator, but I found this statement to be rather odd. Is there a typo here? 4k a month is 48k a year. A lot of people don't make half that and still manage to get by. I guess it depends on where you live, but there are plenty of places here in the USA (let alone elsewhere) where that's not exactly a struggle. Unless you live on one of the coasts or in some big city, that's more than enough each month to cover all your bills with a bit to spare. After an admittedly cursory lookup, I found that the average annual per capita income in this country is actually around $29k. Granted, that shifts a lot depending on state, and even whether you're in a big city or out in the country, but still.

Of course, you could argue that the national per-capita average income is a lot lower than it aught to be, and I'd whole-heartedly agree- but that's another topic in itself that isn't fit for this thread, that I honestly don't even want to get into on this forum. :p Point is, 4k a month is well above the current average.

-edit-
Granted, that's not taking into account taxes, not to mention it's possibly divided up amongst more than one person, which does change matters; I don't know if the creator is working alone or has a team; I know they commission CGs, and I'm sure they have other production expenses as well.

Mostly I'm just pointing out that someone "struggling" to live on 4k a month, unless they live in New York City or something similar, is kind of silly.
4k is REALLY not that much money, man. We have roughly 10 team members that I commission work from - some of them are occasional, some of them are frequent. Taxes for self-employment are roughly 30%, so you can bring that 4k down to less than 3k instead. I also currently support two people on my income. People who live on half that or less, as you mentioned, are often going to be missing a huge amount of things you need to live a great life - things like access to healthy food, a safe and clean environment, money to pay for doctors visits and medicine. There's a BIG gap between "able to survive" and "living a good life", and even if I earned the full $4k with no taxes and could use it all on myself and none on the game, I'd still be barely scraping the "living a good life" portion of that. As it stands I have debt, numerous health problems and no money to see a doctor about any of them, and am living paycheck to paycheck, barely scraping by. I wouldn't trade what I do for anything, I love making games and I certainly make enough to be happy with my lot in life, but for the sake of everyone out there who struggles financially, don't pretend that 4k is a phenomenal amount of money - it's very common to struggle financially even if you earn a decent amount.
 
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GranTurboAutismo

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Aug 4, 2019
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Mostly I'm just pointing out that someone "struggling" to live on 4k a month, unless they live in New York City or something similar, is kind of silly.
Haha. 2 bedroom apartment costs around 2k a month to rent here in California so 4k a month is really just breadcrumbs. Its cheaper in central USA i bet but not on the coasts...
 
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4.70 star(s) 32 Votes