Unreal Engine Onhold Project Elimination: The Forbidden Planet [Test version v0.55] [MATEYDEV]

3.70 star(s) 11 Votes

FookU2

Engaged Member
Jan 23, 2018
2,993
2,171
While getting double teamed, I pressed the UP button, and she just stood up and they were pretty much stuck in that position. It still had the "E" icon above her, and I tapped it to escape, then screenshotted this. But, I was able to walk around even before tapping the "E" button. Figured in a demo it'd be worth mentioning. :)

Also...
(1) I had to CTRL+ALT+DEL to close the game, cause I found no way to quit game and go to main menu.
(2) There was also no way to get back to the beginning after I jumped down that hole. I was stuck down there with no way to progress after a certain point.
(3) There's a lot of static coming from the audio.

I realize this is just a demo, and that's why I am commenting these things....to help....in case no one else noticed or mentioned it. lol

Aside from all that, I think this game has potential. At least I like it. The controls are a little funny...mainly having to hold down the E button to open doors. I would think just a simply press of the button would do so.
I DO like the fact that she can just sit there (or stand there) and get fucked over and over instead of getting up, and it doesn't run any life down when doing so. The monster can creampie her and just keep going. STAMINA!!! lol

Anywho...for a demo, I give it 4 stars. Will definitely check back in the future.
 
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SINtax EroRR

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Game Developer
Jun 21, 2017
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This is basically a HD version of Parasite Eve, and that's a good thing. But I feel like the character runs waaay too slowly. Also, there are supposed to 7 sex animations, correct? But I've only found 2. The zombie guy only does 2 different rape sequences and that's it. Am I missing something?
 

Deleted member 1017199

Well-Known Member
Nov 17, 2018
1,384
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This is basically a HD version of Parasite Eve, and that's a good thing. But I feel like the character runs waaay too slowly. Also, there are supposed to 7 sex animations, correct? But I've only found 2. The zombie guy only does 2 different rape sequences and that's it. Am I missing something?
If she gets hit mid jump by the spit attack she falls and gets knocked down during this time different animations will trigger
 

FookU2

Engaged Member
Jan 23, 2018
2,993
2,171
Get hit by something while mid-air, then wait for one of the mobs to grab you.
Or just simply walk up to one of them and stand there and wait. They do different things, depending on your position. If you fall down, they grab you while laying down, but that is a different animation than if they grab you while you are standing there.
 

MATEYDEV

Newbie
Game Developer
Feb 17, 2018
83
323
cunning_linguist

Thanks for the feedback, but just give me time for this project please. I just had 3 months to make all of this and it was so painful to make it playable and I have to complete the game before next year if possible. Also this is my secondary project which is mean it is less important than my main project (Unfounded aka Section Seven)

Well, I did change my mind about AQE inspiration after receiving a tons of responding about AQE clone, so I have decided to add my own things and will try to remove all of AQE vibes from the game and I hope it makes you guys more happy, if you guys agree with me :]
 
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Levy88

Member
Jul 25, 2017
307
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cunning_linguist

Thanks for the feedback, but just give me time for this project please. I just had 3 months to make all of this and it was so painful to make it playable, I have to complete the game before next year if possible. Also this is my secondary project which is mean it is less important than my main project called Unfounded (aka Section Seven)

Well, I did change my mind about AQE inspiration after receiving a tons of responding about AQE clone, so I have decided to add my own things and will try to remove all of AQE vibes from the game and I hope it makes you guys more happy, if you guys agree with me :]
I'd err on the side of caution with that type of feedback. There is nothing wrong with inspiration from other games and it's usually best to not try and fully appease certain types of people who won't be happy or impressed regardless of what you do.

You dropped a clean looking first demo for your side project, regardless of its similarities to Alien quest eve, you have your own spin on it and varying cast of monsters/aliens I'm sure we will see at some point. Not like Alien quest eve is the godfather of side scroller porn games as there are thousands of them and having similarities is far from a bad thing. Just keep in mind once you go down this road of trying to make people more happy, you'll end up pulling yourself in all types of directions because no two humans are alike and it's impossible to make them or anyone else more happy when each decision will ultimately disappoint someone. Going down this road will have you second guessing yourself at each intersection and by the time you get to the end the game will probably not look like anything you had planned and taken twice as long due to uncertainty about your original goal.

Keep or remove the vibes if that is what you actually think will be good for your project, but don't do it solely based on a handful of people making that comparison. Nearly every single great game that has been successful has had qualities from previous titles as inspiration, that's literally game making 101 and there is nothing wrong with that.

-Levy
 

MATEYDEV

Newbie
Game Developer
Feb 17, 2018
83
323
Thank you, Lachase

I usually don't care what minority say and always listen to majority, if most people like it (like what I do) I'll keep that the same, if not, will fix it or remove it from the project, that's why I always ask "If you guys agree with me" :D

Reading all these responds from people can also cause both good and bad to the dev at same time because I always lost and also gained my own faint from the responding of people (Maybe I'm caring the opinions from people way too much, idk)

And about most of the feedback (To everyone who really does like to give the feedback)
I still have zero idea about stiff things, people told me something is stiff but never explained what exactly is and most of them never pointed out the issues, it's impossible to fix the issues without knowing what the issues are, especially without the details and those pain me real bad since I've got 1,000 of things to work on.
 

Levy88

Member
Jul 25, 2017
307
694
Thank you, Lachase

I usually don't care what minority say and always listen to majority, if most people like it (like what I do) I'll keep that the same, if not, will fix it or remove it from the project, that's why I always ask "If you guys agree with me" :D

Reading all these responds from people can also cause both good and bad to the dev at same time because I always lost and also gained my own faint from the responding of people (Maybe I'm caring the opinions from people way too much, idk)

And about most of the feedback (To everyone who really does like to give the feedback)
I still have zero idea about stiff things, people told me something is stiff but never explained what exactly is and most of them never pointed out the issues, it's impossible to fix the issues without knowing what the issues are, especially without the details and those pain me real bad since I've got 1,000 of things to work on.
If I had to take a stab about what they mean by stiffness I'd wager it has to do with the alien and most of the sexual poses. While they have tit jiggle and some basic solid movement, I think people are wanting more fluidness in the movements in terms of like the thrusts being short and quick resulting in a "stiffer" animation I guess.

Also have to take into account that for some reason quite a few people like their characters with tits 10 times that size and asses so big you can't see anything with unrealistic jiggles which make up a really bad animation imo. I personally think this here is the reason for them saying your animations look stiff, because in those types of games the body parts are literally flailing everywhere and I think it looks insanely dumb, but to others it's the holy grail and peak of sexual imitation. The adult market is also flooded by those oversized body part animations and I think people expect it nowadays.

I personally don't think your animations are actually stiff. I think peoples unrealistic expectations of what sex is suppose to look like has been altered by all those games where they have super unrealistic tits, asses and dicks along with people in real porn getting so many surgical operations to bimbo up themselves with these unnatural shapes to match what those types of people want.

Could they use a little more fluid movement in their animation loops? probably.

But what is the baseline for this increase to fluidity and when does it supposedly stop being "stiff" as they put it?

Just too many unknowns for such a bare bones statement that your animations are "stiff". If they cannot accurately explain why they believe it to be stiff, then they probably don't even understand what they're asking for and it's ultimately a waste of time.
 
Jan 13, 2018
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Lachase I said in my review that there's nothing wrong with taking inspiration from other games. However, with as many similarities as there are, there'll inevitably be comparisons drawn. It's natural to want to imitate something you love, and if things go well then a whole lineage of greatness can spawn. From the original Demon Girl, to kooonsoft's games, to grimhelm's games, we've seen how imitators and innovators have created amazing games for everyone to enjoy. I would love for Project Elimination to become the next big success, but before that happens I think it's important to acknowledge the flaws of the game rather than ignore them.

MATEYDEV I'm sorry if my review came off as harsh. I think what happened was I got tired of seeing cheap asset flips on this site and was worried this was going to be another low effort project. From reading through this thread, I can clearly see that you're passionate about this project and want to deliver the best game you can for everyone to enjoy. Again, it's fine to inspiration from others. I know the game is still very early in development, but I think in order to stand out from the others this game needs to be able to stand on its own merits. Good luck and do your best.
 

MATEYDEV

Newbie
Game Developer
Feb 17, 2018
83
323
cunning_linguist
Rating this project 2 stars is quite alright (well, should have just gave me some useful feedback instead of low rating) but If you want to give me a better feedback, you guys should explain what it causes the issues and especially part of that issues with the end result you expect, because most of the feedback (including your) are quite-very useless to be honest (For example, stiff animation, stiff gameplay, what is this? what part do I need to fix exactly?)

And of course, I'm not a copy machine that just instantly copy other game without original idea, so don't worry about too similar to AQE. The character designs are not even from Grimhelm's at all, these are from my original WIP project. All contents and assets are hand made by me, no assets flipped. (It pains me to the core because there are a lot of people who is still thinking all of my assets are from marketplace or bought from somewhere else)
 

Alket

Active Member
Game Developer
Nov 15, 2017
544
1,829
This exchange is interesting because it highlights a broader issue with modern gaming...

Let's take AQE: great game, hands down, but it's clearly inspired by Metroid Fusion and its main enemy is H.R. Giger Alien.

Let's take PE: super-ultra-alpha state, it's a side scroller, inspired by other side scrollers, among these other side scrollers there's AQE. Now, MATEYDEV himself (herself or itself, no idea) has clearly stated that an inspiration was AQE, which is in turn inspired by Metroid, he could have said that PE took a page from Metroid's book and it would have been the same.

We are in a day and age where almost every-game-thing has already been done by some other project. I personally believe that the frase "taking inspiration" is useful to narrow the genre and shoot at the interested people in that specific genre, MATEYDEV is already doing differently from AQE: the pacing is completely different, it's way slower and there is no instant gameover.
About the "stiffness" thingy, I believe it's due to this slower pacing, that I personally like as it looks more "realistic", and the animation transitions that are not (yet?) very fluid.

Keep doing what you're doing, let's see more of the game before starting to label it, as of now and as stated by multiple people, yes, it has potential.
Also, since you stated that all the environmental assets are original, you should sell them for extra revenue, they are really good...
 
Jun 30, 2017
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TBH nothing bad with taking inspiration from Alien Quest or Dark Star from Grimhelm, his game is very good. The only thing bad in his game is the linear elements and being too simplicity make the game and the enjoyment too short and lack of option for entertainment. So taking inspiration is not bad, just from there expand and add your own unique elements to differentiate your game from AQE.
 
3.70 star(s) 11 Votes