- May 4, 2020
- 37
- 7
Jump through when the bottom and middle fans are both moving right, wiggle while holding jump, waiting for them to line up perfectly and go straight up isn't necessary and only makes things more difficult.I feel this puzzle could have been adjusted to be less random chance.
To be fair, most side-scrollers aren't looking to be as ambitious and genre-redefining as this is, and afaik no side-scroller has ever taken as long to develop. Don't you remember how awesome Duke Nukem Forever turned out to be? Undeniably worth the wait.Yeah what ever man, top end side scrollers at 10's of thousands and this thing on the approach for 1,000,000 is never going to make sense to me, so just give it a rest please, if you keep licking dev ass so hard your tongue might fall off![]()
This guy seems to hate whoever "them" is, try being more hateful and he might warm up to you. Spoiler below is less vague.Anyone knows what's the deal with the "BurningFlesh" NPC? Not sure what to do there for him to react differently but so far he only says stuff like "You're just like them" then tells you to leave.
What npc's are you refering to? I only saw 1 npc that says anything like that. One of the glider guys asks if he can kiss you and you can say yes or no but besides that I didnt see any other situation like that. Then there was 1 where Faye was getting bang and you can help her or just leave her. But if what you say is true maybe you gotta have some type of certain stats or something? I dont know what the kindess or optimistic stats do at all.
Sounds like you guys are collectively missing 2 scenes, one of which being another yes/no prompt, and the other requires you to play as a sex fiend. I've included a spoiler that's less cryptic if you don't want to find out for yourselves.Funny, that's actually the one I didn't see. There's a gentlemanly berserker who politely asks to rail you, and there's the guy you get a fragment from. If you don't save Faye, she won't interrupt to tell you the guy's a liar, and you can agree to ride him for the fragment.
There are some NPC's who are affected by the personality choices you pick, to get BurningFlesh NPC to talk to you, I think he needs pessimism which you can get from deciding to skip listening to the king, there's an interesting number of extra dialogue choices from some NPC's if you choose to skip the king's such as an NPC along the way to the BurningFlesh NPC, and Vie. Toward the end of the demo I think you will say different things to Vie based on your personality (in one run I was optimistic about the boss, in another I was pessimistic).Anyone knows what's the deal with the "BurningFlesh" NPC? Not sure what to do there for him to react differently but so far he only says stuff like "You're just like them" then tells you to leave.
There are two NPCs in this demo that have sex scenes if your values meet the requirements. There are also a few power ups that do things based on values.However there is no meaningful gameplay benefits, nor scenes gained from having made these choices so it's a bit unclear why you would want to.
It does, it just doesn't cause a pop up.Why doesn't killing NPC's rather than talking to them generate violence?
This could probably be blamed on the apple hipsters of days past, Windows started pandering and using buzzwords like this in Windows 8.No, it is not an "app".
Slap this into your \AppData\Roaming\Future_Fragments folder and unlock the gallery.Anyone have a save to unlock all the scenes in the newest version?
Guess I got lucky then, in one playthrough I only picked the top option, in another playthrough I only picked bottom option, I was capable of getting all the scenes in both other than the fragment NPC who was very buggy anyway. (think I came across like 3-4 NPC's who were buggy, nothing wrong with them just they'd say dialogue that clearly didn't match my choices)There are two NPCs in this demo that have sex scenes if your values meet the requirements. There are also a few power ups that do things based on values.
Ah, that's good to hear I'm glad thats a feature, a second "genocide" playthrough might be interesting. Hopefully that will have a pop up in the future, I was very confused on what the point of being able to kill NPC's was.It does, it just doesn't cause a pop up.
Fragment guy more or less just requires that you're not Kind and that you haven't saved Faye in P1, otherwise he's a pretty simple guy, just hanging out trying to bone, probably not much of a care in the world what happens since he's willing to part with a fragment for a quickie. Do you have an example of the other odd dialogue or the NPC involved?Guess I got lucky then, in one playthrough I only picked the top option, in another playthrough I only picked bottom option, I was capable of getting all the scenes in both other than the fragment NPC who was very buggy anyway. (think I came across like 3-4 NPC's who were buggy, nothing wrong with them just they'd say dialogue that clearly didn't match my choices)
Yea I don't know, from a story perspective, I like the idea of not knowing what each interaction will do, but from a min-maxing perspective, I would really like to know what I'm agreeing to before I make a decision.Yeah I've seen the power ups, but like I mentioned in a few posts ago my experience with them is the personality system kinda sucks as it is. You don't know what NPC options do what, so even when I was trying to aim for specific personality traits it was kinda just a crapshoot. And unless you're min-maxing most of the personality trait power ups suck in addition to being totally RNG when you get them.
1) On one hand I understand, it'd be pretty helpful to get the outcomes you want if you were to know your values at any given moment and know if/when an NPC will react a certain way depending on those values. But on the other hand, there's a sort of charm to the whole "it's not about the destination, it's about the journey" approach to not knowing a bunch of meta knowledge.1) Let players see what their current personality traits are at (and indicate in someway which is the defining trait at that moment that is being used for cutscenes)
2) Have NPC dialogue options indicate what personality trait they will give. This will be very helpful for people trying to aim for one personality trait, whether it be for an ending, because they want to use a power up, or just to get certain cutscenes from other NPC's.
3) This one might be controversial. Have personality trait specific NPC choices be greyed out with what they require to unlock it. I don't want to have to do 7 playthroughs of this game just to discover than an NPC in level 4 has a secret sex scene but only if Justice personality is defining trait, I'd rather just know it exists so I can choose to go after it in a future playthrough if I'm interested rather than having to blindly hope I stumble into a NPC who just so happens to have a unique cutscene but only if you talk to a specific sequence of NPC's in order to get the exact amount of a personality trait you need for that to be your defining one.
I think the only times a value is changed without telling you is if you let a stun animation play out completely, or you kill NPCs. This does seem a bit strange, just continuity wise.Ah, that's good to hear I'm glad thats a feature, a second "genocide" playthrough might be interesting. Hopefully that will have a pop up in the future, I was very confused on what the point of being able to kill NPC's was.
On my first playthrough I had talked to him before I saved Faye, but Faye still dropped in to blue ball the guy. Later when I saved Faye and went back to the room he was standing and thanked me for the sex, even though it never happened.Fragment guy more or less just requires that you're not Kind and that you haven't saved Faye in P1, otherwise he's a pretty simple guy, just hanging out trying to bone, probably not much of a care in the world what happens since he's willing to part with a fragment for a quickie. Do you have an example of the other odd dialogue or the NPC involved?
I actually agree with you, so maybe a good compromise would be after you've beaten the game once it shows what each dialogue interaction does.Yea I don't know, from a story perspective, I like the idea of not knowing what each interaction will do, but from a min-maxing perspective, I would really like to know what I'm agreeing to before I make a decision.
1) On one hand I understand, it'd be pretty helpful to get the outcomes you want if you were to know your values at any given moment and know if/when an NPC will react a certain way depending on those values. But on the other hand, there's a sort of charm to the whole "it's not about the destination, it's about the journey" approach to not knowing a bunch of meta knowledge.
2) I'd argue that this one's a bit too meta, if not for the fact that some interactions will raise one stat while lowering several others (or vice versa).
Massive RPG's no, but for a hentai game its a pretty common feature in which you can see dialogue (usually lewd scene related) having a requirement: whether it be outfit, some lust stat, or pre existing condition in order to interact with the NPC and see that cutscene. By greyed out I mean you just know the option exists rather than being able to pick it. In your example you'd see the optimism dialogue choice on the NPC but because your violence is too high and your optimism is too low you wouldn't be able to select the option, but you'd know it exists. So in future playthroughs maybe you'd want to do an optimism run because you're interested in what this guy has to say.3) I'm really on the fence about this one, it sounds like a good idea, but NPC dialogue seems more like it's reacting to the things you've done as a whole and making you live with the consequences of your actions, rather than shoving everything you've previously done to the side just because your Optimism is relatively high. It'd just feel a bit strange, go around killing every NPC, talk to the sole survivor, choose to do an Optimism check and completely avoid the fact that you're a serial killer. Even massive RPGs don't show you every option whether it's available or not, right?
Turns out I was wrong about what causes Faye to step in and help, it's less about saving her and more so about being on good terms with her. So your options in P2M3 would have played a role in her stepping in, his dialogue not matching is a good catch though.On my first playthrough I had talked to him before I saved Faye, but Faye still dropped in to blue ball the guy. Later when I saved Faye and went back to the room he was standing and thanked me for the sex, even though it never happened.
On the second playthrough I went to Faye's room first and chose not to save her, the fragment guy sex scene played out normally, however the scene I saw from my first playthrough (where he thanks you for the sex) never happened when I returned to room later.
Another instance I recall was the kissing NPC, I said no to him on my second playthrough, but he still thanked me for the kiss nonetheless.
I think there was at least 1 other incident but forget where.
Gotcha yea, I don't really play these types of games so I don't know what is considered the norm. As nice as a warning about missing a scene would be, I'm not sure the greyed out dialogue would be the way to do things, as without taking into consideration how high/low a trait is or anything else that effects dialogue, you're still looking at 8 different options as a baseline for some NPCs. Then factoring in all the other stuff that effects dialogue, it'd be more of a "choose your adventure excel sheet".Massive RPG's no, but for a hentai game its a pretty common feature in which you can see dialogue (usually lewd scene related) having a requirement: whether it be outfit, some lust stat, or pre existing condition in order to interact with the NPC and see that cutscene. By greyed out I mean you just know the option exists rather than being able to pick it. In your example you'd see the optimism dialogue choice on the NPC but because your violence is too high and your optimism is too low you wouldn't be able to select the option, but you'd know it exists. So in future playthroughs maybe you'd want to do an optimism run because you're interested in what this guy has to say.
Yea some NPCs are more interesting than others. But if we're talking about their dialogue options, then even the more boring NPCs have 3-4 dialogue changes, sure they may not change themselves much but your interactions with them alter other NPCs dialogues. Then there's the wild ones with 10+ dialogue changes that take into consideration things like who you've spoken to, what you said to them, when you've said it, what you've done since talking, how you've been playing the game, databanks, etc.This is a pretty niche recommendation, but there are some NPC's (like the guy who's asking you to make a slogan) who get an extra option based on certain traits. Some NPC's are more interesting than others and if I knew that they had more dialogue choices I might be more motivated to run through the game again so I could see what that option did. It's mostly just a replayability feature groping around in the darkness for NPC scenes can be fun but I feel like this game could get tedious very quickly.
Almost forgot about her, wasn't she added over a year ago? Was anything done with her besides the crotch rope vine thingy mabob?Shame the white haired girl don't get very many scenes, she's easily the hottest looking one.
Not yet.I'm ssuming that there hasn't been any update that adds the boss into the game yet?
If you have a positive reputation with Faye she will step in and help. It's not just about saving her, but rather the sum of all your interactions with her.Also, I keep hearing about the Fragment guy, isn't that the dying dude in one of the secret path that was holding a fragment? It doesn't seems like his options change depends on whether or not you save Faye or leave her.