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Anthophobia


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nossiob

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Re: Anthophobia

any chance to unlock the gallerie without dieing, because i hate dieing and thats why i dont have anything in the gallerie
 

ToxicShock

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Re: Anthophobia

Games should be pretty beatable without cheat engine. It shouldn't be integral for the game experience. Those plant fuckers are broken as hell. Good game, hope it gets balanced.
 

Dyhart

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Re: Anthophobia

Games should be pretty beatable without cheat engine. It shouldn't be integral for the game experience. Those plant fuckers are broken as hell. Good game, hope it gets balanced.
I cannot disagree with you there. Not to mention that you pretty much need to die in order to view any sprite sex.

This game is one of the better ones I've seen in terms of animation and graphics. But I'm just glad cheat engine works with it. So many times, I can't get it to work.
 

FruitSmoothie

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Re: Anthophobia

I don't really mind the difficulty, I just think the saves need to be placed better. Once you get into that basement and start seeing the plant enemies regularly, they really need more saves. You go through that entire basement with multiple obnoxious rooms and don't unlock another save. Getting sent back 10-15+ minutes in there just seems like bad design.

They shouldn't put you in front of so many terrible obstacles that you're bound to fail on at least a couple times without a save somewhere in the middle. Too much new stuff is thrown at you.
 

Deleted member 194301

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Re: Anthophobia

Games should be pretty beatable without cheat engine. It shouldn't be integral for the game experience. Those plant fuckers are broken as hell. Good game, hope it gets balanced.
I gave up on trying to play through it normally once I got to the part where there's a ton of those plants behind a bunch of breakable walls with a seemingly unlimited amount of zombies spawning behind you. I honestly don't know how anyone's expected to beat that without cheating - I literally kept getting stuck in that hypnotized state because there were so many plants spewing so many of those spores in the air and those walls take a few hours to break.
 

KazukaShano

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Re: Anthophobia

I gave up on trying to play through it normally once I got to the part where there's a ton of those plants behind a bunch of breakable walls with a seemingly unlimited amount of zombies spawning behind you. I honestly don't know how anyone's expected to beat that without cheating - I literally kept getting stuck in that hypnotized state because there were so many plants spewing so many of those spores in the air and those walls take a few hours to break.
Err a tip-off bro,
1. When you're at that point, stand as near as possible to the first breakable wall and press "G" to throw off the Molotov you picked up earlier, sprint to the left-most possible (Probably the closed off wall if I'm not mistaken)

2. And shoot off the zombies falling off from the crack nearby. There's probably 2-3 zombies if my memory is correct, so 75% of an entire clip of ammo is needed.

3. Then spam your ammo on the 2 plants as all 3 breakable walls will be destroyed by the explosive triggered by your molotov.

4. Next Room -> Save point and pretty much the "Room of Animation Gallery" (Has every enemy you encountered in stage 1 there)

5. Profit~!
 
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Dyhart

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Re: Anthophobia

I don't really mind the difficulty, I just think the saves need to be placed better. Once you get into that basement and start seeing the plant enemies regularly, they really need more saves. You go through that entire basement with multiple obnoxious rooms and don't unlock another save. Getting sent back 10-15+ minutes in there just seems like bad design.

They shouldn't put you in front of so many terrible obstacles that you're bound to fail on at least a couple times without a save somewhere in the middle. Too much new stuff is thrown at you.
So instead of scaling down the difficulty, you want more saves. You know ninja gaiden for the original NES was literally impossible for me to beat. But it became insanely easy when I was able to use save states.

I'm just saying is they're kinda one in the same. Adding more saves would make the game easier, or he could just make the game easier.
 

FruitSmoothie

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Re: Anthophobia

It's not any less difficult, it's just less timing consuming to retry when you fail. There is a difference. I'm not talking constant save points here.

The basement area for example is fairly easy, but then you come to a part that may take multiple attempts to get right. Forcing you to go back through 10+ minutes of easy content just to retry that difficult point again is bad design in my opinion. Not like it adds to the challenge, it just prolongs the gameplay for no reason. I'd guess that's ultimately what's causing some frustration from people here, not the difficulty itself.

Think of a game like Dark Souls 2 where you can return to about any boss area in a minute or two after death or less with campfires. People don't as easily give up because of that. Doesn't actually make the bosses or anything any easier, just less mindless/boring content to repeat.

Since you can't sprint past the zombies in this game to bypass the sucky stuff (Because of their quick attack), any areas without saves in proper locations will become a chore rather than a challenge. Beating up basic zombies over and over again is monotonous, not difficult.
 
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textbook703

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Re: Anthophobia

Game A has a 5 minute platforming sequence, then a 1 minute boss battle. The boss battle is very difficult, and involves some RNG. It takes the average player 5 attempts to kill the boss.

Game B has a 5 minute platforming sequence, a save point, and then a 1 minute boss battle. The boss battle is very difficult, and involves some RNG. It takes the average player 5 attempts to kill the boss.

Assuming the player dies at the very last second of the boss fight in either scenario in which the player dies, it will take the player 30 minutes to beat Game A and 10 minutes to beat Game B.

Game A isn't more difficult than Game B. It just has more grinding in between each opportunity for you to fight the boss again and further analyze how best to overcome it.
 

HentaiWriter

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Re: Anthophobia

People don't as easily give up because of that. Doesn't actually make the bosses or anything any easier, just less mindless/boring content to repeat.
Actually, people give up on stuff pretty quickly if they're forced to repeat content; the vast majority of people will stop doing something in scenarios like this.

However, this has one exception;

In cases like Dark Souls, if the player has become invested enough to get far enough into the game, they'll put themselves through levels of annoyance/repetition that would have normally caused them to quit the game, because they feel they've "sunk the cost" (in this case, time playing the game) into the game enough that to back out now would be a waste of "investment" (time).

That said, if the beginning of the game is this tedious, people will then usually do the reverse and back out long before they've invested significant enough time to have the above mental fallacy happen, and people who can push past early-game repetition/annoyance are the type of people who would generally not get dissuaded to play a game in the first place with high levels of repetition.

So the tl;dr here is;

-If your game is annoyingly repetitive for no good reason at the start of the game, it will turn many players away, besides the most hardcore gamers

-If your game is engaging early on, and not repetitive, it's a good strategy (if you want to be an asshole and exploit the human psyche) to make the late game repetitive/annoying, as people will generally invest more time into the game than they would have normally.

NOTE: the latter model is literally the core basis of all MMOs ever made that have been successful. Hook em early with easy, rewarding gameplay, then after they've invested 100 hours or so, just put their nose to the grindstone for thousands upon thousands of hours of repetitive, laborious tasks, all to get even 1/10th of the mental reward they got within the first 100 hours of the game.
 

textbook703

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Re: Anthophobia

People don't as easily give up because of that. Doesn't actually make the bosses or anything any easier, just less mindless/boring content to repeat.
Actually, people give up on stuff pretty quickly if they're forced to repeat content; the vast majority of people will stop doing something in scenarios like this.

However, this has one exception;

[...]
The easiest way to explain it, in my opinion, is to present it as a cost-effect analysis.

Let's say it takes you 5 attempts to kill a boss in two identical games, and that you die on the last second of the boss fight in the first 4 attempts, and kill the boss on the last second of the last attempt.

In Game A, which has a save point prior to a boss:
COST: load game, fight boss, eat shit
YIELD (first four attempts): 25% of knowledge needed to win against boss
YIELD (final attempt): boss dies, you advance

In Game B, which has 5 minutes of trash (and no save point) prior to a boss:
COST: grind through 5 minutes of trash, fight boss, eat shit
YIELD (first four attempts): 25% of knowledge needed to win against boss
YIELD (final attempt): boss dies, you advance

If, in both Game A and Game B, it takes 5 minutes to fight the boss, you are receiving similar neurological benefits (derived from the sensation of fulfillment from seeing yourself improve with each attempt) from both Game A and Game B. However, the rewards in Game A occur over 25 minutes (five 5-minute attempts), and the rewards in Game B occur over 50 minutes (five 5-minute attempts + five 5-minute trash clears).

The fewer save points there are, the more you dilute the psychological rewards your game induces within the brains of your players.
 

wellereign

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Re: Anthophobia

I gave up on trying to play through it normally once I got to the part where there's a ton of those plants behind a bunch of breakable walls with a seemingly unlimited amount of zombies spawning behind you. I honestly don't know how anyone's expected to beat that without cheating - I literally kept getting stuck in that hypnotized state because there were so many plants spewing so many of those spores in the air and those walls take a few hours to break.
4 Things that helped me out once I realized:
1) Simply running and shaking off grabs rather than fighting saves more life and ammo in many cases.
2) If you nudge just up to a door you can pipe bash the guys behind it.
3) Some of the hanging guys that fall can be killed first by a jump plus pipe smash. One hit will drop them.
4) The most important that I don't know if it was mentioned, but I see people have trouble at these spots. *Hanging lights can be shot down to start fires* The first one I always use is right after you break the first wall you have to in order to advance. Get on the edge of that top platform and fire straight ahead. You should hear the glass break, and it'll clear the lower wall and enemies. The second if memory serves should be where there is a wall with flower plants behind it. Get up near the wall, so you can shoot diagonally up and to the right to clip the light, and it'll fry the annoying flower spitters. I think the long hall at the end has some more you can use to halt the mob behind you if you turn and shoot them down.
 

FruitSmoothie

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Re: Anthophobia

Actually, people give up on stuff pretty quickly if they're forced to repeat content; the vast majority of people will stop doing something in scenarios like this.
Lol, I don't really know why you quoted me and wrote this, you're making it sound like you disagree with what I said even though your post agrees with me. I said maybe people are getting frustrated with the game more because of the repeated content than the difficulty itself, and you said the same thing.
 

DoctorR

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Re: Anthophobia

stuck on the boss, gush he is difficult. shoot his arms until they fell off, then he come little closer, and beats me with his arms. maybe someone have a tactic how to kill that thing?
 

foamy111

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Re: Anthophobia

stuck on the boss, gush he is difficult. shoot his arms until they fell off, then he come little closer, and beats me with his arms. maybe someone have a tactic how to kill that thing?
Break the other arms also.
 

sorrow4444

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Re: Anthophobia

Break te up arms
Break lateral arms
Shoot him inthe face

If you wanna get it easier switch to the melee atack, and kick the seeds to avoid the anoying tentacles.

Wish it helps and sorry for bad english
 

DoctorR

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Re: Anthophobia

thanks for the tips, guys. will try it
 

foamy111

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Re: Anthophobia

Break te up arms
Break lateral arms
Shoot him inthe face

If you wanna get it easier switch to the melee atack, and kick the seeds to avoid the anoying tentacles.

Wish it helps and sorry for bad english
Been a while since I played but iirc you can just jump on the seeds to break them as well.
 

Mook

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Re: Anthophobia

New cut scene pictures up on the blog.
 
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