It was removed, now you have to masturbate in order to have the enemies fuck youHey guys
I am supporting him on patron, but don´t like reading lots of text on a frequent basis.
I grabbed the version 32 hotfix after a while now, but enemies canot bring Alicia to fall down anymore for me.
Is it bugged or did he remove the function?
I know that he removed the dogs because of new guidelines a while ago, so maybe its a similar reason (reffering to studiofow thing going on)+
Personally It makes a huge difference to me and would lower the fun for me in this game tremendously if it were to be removed
Hey guys
I am supporting him on patron, but don´t like reading lots of text on a frequent basis.
I grabbed the version 32 hotfix after a while now, but enemies canot bring Alicia to fall down anymore for me.
Is it bugged or did he remove the function?
I know that he removed the dogs because of new guidelines a while ago, so maybe its a similar reason (reffering to studiofow thing going on)+
Personally It makes a huge difference to me and would lower the fun for me in this game tremendously if it were to be removed
I appreciate you trying to defend me, but that's not entirely accurate, so to elaborate, let me share a message I posted when someone asked if it was my choice or Patreon forcing me to change:I guess they removed it because patreon doesn't allow "non-consensual" sex. But somehow Future Fragments still exists there.. Kinda sad and disappointed, not gonna lie.
But don't blame anon, blame Patreon and their shitty new guidelines.
I know its very counter-intuitive game design to "reward" players for failure, but at the same time putting those animations behind the "i want to see some fucking now" button also ruins the point of a porn-game to me, I like porn games because they contextualize their content, and making it so you have to force the game to make those interactions happen ruins all the sexual tension imo. Granted this is up to personal taste, maybe some like the fantasy of the protagonist willingly offering herself every now and then hotter than her getting assaulted by horny enemies, but I do think there's a place for the traditional porn-game design here that people tend to underestimate once they try too hard to follow conventional game design. I think there's a sweet spot you can hit where lewd stuff is unavoidable, but the game rewards you for mitigating it. Kinda like Lewdest Labyrinth or those Miko RPGs do it, where H-Attacks are just part of the enemies arsenal that you'll have to deal with, but you're still rewarded for shaking them off.
Granted if it DOES come down to Patreon-rules my point is moot. I just hope the finished product (?) will have a toggle or an "unofficial patch", otherwise I may aswell skip the game-part and check out the gallery
Let me just stop you now and say there will be no unofficial patch. Like I said, I don't like the sex-on-loss system and I don't want it in the game, again I'm sorry if that disappoints you but it has nothing to do with Patreon, it's entirely my desire to not include it. If it's primarily context you're about then there's plenty of that to be had in Crisis Point. The game takes place on a planet where the atmosphere is filled with spores that increase everyone's libido, leading to Alicia and all other NPCs being horny constantly, which will be gradually reflected in their dialogue as the game progresses, and is also reflected in the way Alicia heals after having sex; with the intense desires from her libido being out of whack, you can interpret her getting healed with sex as that sexual relief renewing her will to keep fighting on. Her dialogue also changes in various places when she has sex enough, there are a few examples of this right now actually - such as when Birch asks her to participate in having sex for science, she'll react annoyed if she hasn't been laid, but if you've had sex a few times by then she'll be more receptive to the idea. In addition to that, there are some enemies or environment pieces that use the spores to their advantage, creating more concentrated amounts of them (currently the Alraune's leaf throw attack is the only example of this). Standing in or near those concentrated spores increases Alicia's libido gauge, which will cause her to masturbate uncontrollably when it reaches max, and as you know you masturbate to bring enemies closer for sex, so that is one way H-scenes happen without the player's direct input. On top of that, there will be various points throughout the game where Alicia has the chance to have an H-scene as part of the story, which will all be unique scenes not even related to having sex with regular enemies. Some might be CGs, some might be animated pixel scenes, but either way they'll be part of the story and thus have context naturally if you choose to proceed with them.Thanks for the big information text.
I can understand you changing it.
Personally I also have a problem with games which only reveal H-Content on failure. But only when the balance is bad and the game is too easy, resulting into no H-Content for the gamers eyes even though there is. And I think its bad game design for H-Games to drain HP in H-Animation, since it causes stress on the player, making them want to stop the animation asap. But there are many games not doing that.
Every person got their prefferences, I get the tickles and have my fun only in H-Games when there is "punishing-H-Content" though.
Therefore also in other games, I never used a luring-button for H-Content ever when I played these games.
Sadly it means that the game lost almost all its appeal to me on the H-Part, but maybe I use the cool new gallery function in the game sometimes.
However Alias34 got a great idea of an unofficial patch, reverting it. If its that easy, it would probably please plenty of supporters.
I am deeply concerned about H-Games, mainly because of steam. There is a huge tsunami of them coming in which are a big time sink and have tiny H-Part.
That was offtopic ^^, but also patron removing the only thing that excites me about H-Games makes me a little sad. [Also I loved the dogs! RIP xP]
Aside from that, I really want to mention that you are the only person I support on patron to be honest, since your game is outstanding in so many ways.
The atmosphere and grafics and specially the animations+sounds. The combat has a good balance.
Oh yeah. Since I completed up to the first boss with no lewd content, Alicia was quite annoyed on Birch´s request.Let me just stop you now and say there will be no unofficial patch. Like I said, I don't like the sex-on-loss system and I don't want it in the game, again I'm sorry if that disappoints you but it has nothing to do with Patreon, it's entirely my desire to not include it. If it's primarily context you're about then there's plenty of that to be had in Crisis Point. The game takes place on ]...[
However one thing is a major plot hole in my eyes. When the inhabitants of the planet are driven into uncontrolable libido, how is it possible that for example the male soldiers do not fuck Alicia when she gets knocked out. Isn´t their desire for sex the engine and root for their aggression and reason for attacking her. But then they stop when their goal is at hand reach.
The only weird thing about it is the ingame logic of it, since libido crazed beings will always attempt rape in story context. Mind you, this is a comment from someone who enjoys fantasy rape, but despises bad game design/mechanics. Anyone getting upset over this, should consider the benefits from this before dishing out any ridicule. Besides, there is a reason why modding communities exist, to rework content into a desired niche.
Thats something I am into!That's mostly caused by the game being unfinished Right now when she dies, Alicia just awkwardly lays flat on the ground instantly, because that animation is nowhere near done. While I don't plan on making enemies rape-y, I am planning on reinforcing the theme of Alicia's HP being her "willpower" more than actual health by making it so when you run out of HP, ]...[
Absolutely, I really enjoy engaging with the H-game community, so I'm happy to do it! As for the bar in the bottom right, it's fully functional already, and has been for quite some time - the only issue is that the only enemy that impacts it is the Alraune, whose leaves create spores that raise Alicia's libido if she stands near them. I plan on adding more things that interact with the libido gauge in the future though. Masturbating doesn't raise libido, though - quite the opposite, actually. The libido gauge empties automatically, but it does so veeeeeery slowly. Masturbating to climax allows Alicia to empty the gauge manually though, without counting as "having sex" for the sake of the low-sex ending.Thats something I am into!
So you might even go for something lore-wise like my idea with her body being "injured" causing the atmosphere (and other things) make her more horny easily and even to an uncontrolable amount.
I was wondering about the bar on the bottom left, then its her arousal meter. I bet its part of the non-functional things of the game still. I am looking forward for these things to be added in!
((I tried to masturbate in the newest version, which didnt charge the bar up. But maybe it only works with the pollen effect for now if it does))
Also big time respect for taking your time on this forum for example, to talk with and to your fans. That is nothing natural for game developer, its more of a friendly gift the fans may receive by the real nice delevopers in my opinion.
The game isn't even half content complete dude, there are MANY more powerups and movement abilities that will be added. The controls are simply not possible to simplify in the way that you think they should be. I'll agree with you that the menu controls could use work, but menus are an extremely difficult thing to design - I've considered making it just a few buttons, like you said, but the sheer amount of inputs to get between different parts of the menu seemed like a bigger hassle to me. Either way, I plan on adding in mouse controls when I get the chance, so hopefully that will help with your issues. As far as gameplay itself goes, feel free to ignore the buttons to change bullet types if you want - there is never and WILL never be any point in the entire game where any specific bullet type is mandatory, so if you have 1 type of bullet you want to use forever then go for it. The option is there for players to be able to swap between multiple sets of bullets on the fly, but you can beat the entire game on the hardest difficulty using nothing but the basic bullet types, not even the subweapons, if you're good enough. Swap between them via status menu if you want to, and let other people who want multiple types to quick-swap between have that. My goal is intentionally to minimize the amount of time players have to spend in menus swapping weapons, as menus break the flow of gameplay, and flow is an extremely important element to me.1. Controls - there is way too many buttons to press. This is probably fine with the controller but on keyboard it's way too much. I managed to finish the demo and I still haven't memorized the controls. Navigating menus is especially atrocious. Two buttons to cycle status/map/options, two another to cycle tabs then wsad to select items/skills and of course two buttons for "confirm" and "back". That's way too much and this has to be simplified to good old "arrows/wsad+z/x/c" combo.
Controls are somewhat better in combat but they still can be simplified. Dash can be combined with jumping (down+jump button+direction) and there is no need for a button to change bullets, special weapon, etc. - this should be done via status menu (you equip what do you want to use).
I'm already navigating a maze full of traps, managing my HP and fighting alien monsters - controls should be simple and tight. There is no place for button managements in a game like this, IMO.
Would love to, but currently there are major softlocking bugs in certain spots when you skip dialogue. There's a disclaimer at the beginning stating the game is still in development for a reason.2. Let us skip and fast-forward dialogues. I find the story interesting but I can read fast - just give me an option to go through dialogues at my own pace.
You're welcome to your opinion, and like I've already said in this topic, I plan on adding more enemies and environment pieces that interact with the libido gauge. Again, we're still in development - but every single enemy isn't going to cause libido every single time they attack you, the meter would be ridiculously obnoxious if that's how it worked. As far as H-games needing to make hentai an integral part of gameplay in particular, I could not possibly disagree more. H-scenes are, by nature, slow and time consuming - there's nothing sexy about every enemy being a two-pump chump so there needs to be a certain amount of time devoted to each scene, but that makes them a huge flow breaker, and as I mentioned up above flow is very important to me. Instead, I've opted to integrate hentai and sex into the story more than the gameplay itself, but as you yourself have already mentioned there's a libido meter that does integrate it into the gameplay, and again there will be plenty more enemies and environmental things that interact with the libido gauge as we continue developing the game, so it's not like this is an afterthought. I've put tons of time and thought into how I want all of these mechanics to function and interact with each other, in a way that feels natural but doesn't directly take away from gameplay.3. H-content on demand (the press of a button) is kinda meh. This takes away a lot from the experience. Even if you can use for healing, you can still finish the game not seeing any of it which is not a sign of a good hentai game in my eyes. If you make hentai game, hentai should be an integral part of gameplay. You should be able to avoid it if you want (and you are good at the game) but it should happen naturally, via gameplay not a button press.
If non-consensual sex is not possible/banned then use in-game mechanic. There is "excitement" gauge, right? Make it so contact with the enemy increase it and when if fills it puts heroine in "horny state". Then make her say "i'm horny, i want sex" etc. and the next contact with an enemy will result in a h-scene (but you can still avoid it by not touching enemies). She is on a "horny planet" and she kinda is "free-spirited" and she doesn't object sex with aliens, right? This shouldn't be a problem for Patreon.
Just going to tell you now, no. I'm focused on making a game here, not an interactive porn slideshow - our H-content is very important to me, but they also take up a lot of time and resources to create. I don't know why you think "1 type of enemy = 1 h-scene" is what we're doing, because that's patently false - each enemy has a minimum of 2 H-scenes (one BE scene, one normal scene), with a handful of enemies also having gangbang scenes on top of those for a max of 4 scenes on some enemies, and then on top of that each has a full, high-resolution, voice acted CG sequence tied to them, and all of that is available in the game right now, not just stuff that's going to be added later (though some enemies do repeat their normal scene with bigger boobs for the BE scene - this is being changed, though, so each BE scene will be unique). This is an absurd amount of extra work for every single enemy we add to the game, but enemy variety is absolutely critical to a Metroidvania, so sacrifices have to be made somewhere, either with enemies not getting 20 scenes each, some enemies not having scenes at all, or barely having any variety in enemies - and as I stated, enemy variety is extremely important, and I'm focused on making a game here, not just porn. Recolored enemies are a way to keep enemies relevant as the game progresses - Alicia's max HP increases by a ton as you play, so a slime that only does a few points of damage per shot would quickly become irrelevant. Recolored enemies are there for gameplay, not H-scene variety, and that isn't going to change unless we somehow get a massive boost in funding that allows me to not only hire our only current animator full time instead of part time like he is right now, but also hire more animators on top of him.4. You can recycle some enemies to put more h-scenes. I don't mind fighting "different color soldier" if it has a different scenes. What I'm trying to say is that enemy variety is important but h-scenes variety is more important. I must say I was kinda disappointed when I found a blue slime instead of green but it still had the same scene.
Also, I don't know about your plans but scenes with multiple enemies are always great - especially if there are some combinations. Take a look at "She illl server" - there like 5 or 6 monsters but h-scene variety is amazing. You even get a different scene depending of which monster attacks heroine as first. I don't say you have to go for that level of complexity but something more that "1 type of enemy = 1 h-scene" would be greatly appreciated.
Game development takes time, especially when you're on an extremely limited budget and a large amount of the work is done by one person (me). I'm not in the business of compromising quality to deliver content faster - I either put my full effort in and make things the best they can be, or I don't make games at all, so I'm sorry, but you'll just have to accept unfinished rather than imperfect for a while longer.The most important thing is to keep going and finishing the game (in the near future). I rather play it as imperfect than unfinished.
I strongly disagree with this sentiment. Anything that breaks you out of the flow makes the game worse (e.g. having to go to a menu to select weapon). And if anything, the standard for multiple weapons/tools on keyboard is using the number row to directly select a specific one.Controls are somewhat better in combat but they still can be simplified. Dash can be combined with jumping (down+jump button+direction) and there is no need for a button to change bullets, special weapon, etc. - this should be done via status menu (you equip what do you want to use).
Not really, because I'll pay for finished product. I pledge/donate only to trusted devs who delivered in the past. I'm just that old-fashioned guy, you know. Competition is simply too good when it comes to h-games (or games in general) to throw away money at project that potentially can never see a finish line (especially when there is scheduled release). Too many dropped, abandoned or "forever in development" projects made me extremely distrustful.Game development takes time, especially when you're on an extremely limited budget and a large amount of the work is done by one person (me). I'm not in the business of compromising quality to deliver content faster - I either put my full effort in and make things the best they can be, or I don't make games at all, so I'm sorry, but you'll just have to accept unfinished rather than imperfect for a while longer.
Well, it can be "a quick menu" to select bullets/loadout/special weapon. That's already 1 button instead of 2 separate. You can even throw "map" in there.I strongly disagree with this sentiment. Anything that breaks you out of the flow makes the game worse (e.g. having to go to a menu to select weapon). And if anything, the standard for multiple weapons/tools on keyboard is using the number row to directly select a specific one.
While there's something to be said for simplified (WASD+QE or arrow+ZXC) input, it doesn't really work for things that play like Super Metroid.
Limited input strongly affects level design. There's already the convention to descend through a playform: down+jump. By saying you don't need a dedicated dash button, it means that there's places where you can't dash or you can't descend through platforms.
Now, I did just pick up a game on the steam holiday sale that has eight different controls and it's taken me about an hour of continuous play to stop fumbling it... but I think I'm comfortable with it now.
Not sure where I came off as aggressive, but it certainly wasn't my intention, sorry. Even though your post is just your own wishful thinking, isn't it better for me to reply to it and have an open discussion than to just ignore you?Welp, that's a huge (and kinda aggressive) response for what I specifically labelled as my own "wishful-thinking". I can only wish you good luck.
I've been developing this game for years now, and we're still going, so I don't think it's very fair to assume this game will be dropped or abandoned at this stage. There was a period of time where life continuously beat me down, from nearly dying in a car crash to watching my father pass away, and during that time I did struggle immensely to deliver content, leading to a long drought - but I've since recovered both physically and mentally, and aside from that period of my life, I've been consistently delivering on my promises for the entirety of Crisis Point's development. If you think I'm distrustful just because I haven't finished this game (which is more ambitious than at least 95% of H-games out there) yet, despite how I've delivered on my promises up until now, then I don't know what to tell you, man.Not really, because I'll pay for finished product. I pledge/donate only to trusted devs who delivered in the past. I'm just that old-fashioned guy, you know. Competition is simply too good when it comes to h-games (or games in general) to throw away money at project that potentially can never see a finish line (especially when there is scheduled release). Too many dropped, abandoned or "forever in development" projects made me extremely distrustful.
Super Metroid uses dpad and 6 buttons for main gameplay functions. Crisis Point uses arrow keys and 7 keys for main gameplay functions. In some ways our control scheme is actually more streamlined than Super Metroid; SM has two separate buttons for aiming diagonally, L and R, while Crisis Point has you hold an Aim button and then press Up or Down to aim diagonally in the respective direction. Super Metroid also didn't allow you to use regular shots and missiles at the same time, you had to manually unequip missiles to go back to regular shots, whereas in CPE you have two different fire buttons so you can always have easy access to your main weapon and subweapon at the same time. Two of the buttons in CP:E are just weapon swapping things, which you don't even need to actively use in combat if you don't want to, like I mentioned in my last reply, leaving just movement and 5 buttons to focus on - Jump, Aim, Shoot, Subeapon Shoot, Dash. I've also had the idea kvier had about allowing you to use the 1/2/3 keys to swap subweapons though, so I'll probably try to implement that in the near future, as it would probably come more naturally to most keyboard users.Well, it can be "a quick menu" to select bullets/loadout/special weapon. That's already 1 button instead of 2 separate. You can even throw "map" in there.
And please - don't mistake simplified controls with reducing game complexity or simplifying level design - I don't want that. I want controls to be intuitive. I finished the demo and I still stop and try to remember which key I need to press to switch special weapons whenever I encounter breakable wall. How many buttons are used in Super Metroid? D-pad + 4?
You CAN use the wire shot in combat. You can also use the Force Shot and the Flare Shot in combat, meaning all 3 subweapons have both combat AND exploration use. Making them context sensitive simply would not work. And again, Crisis Point is still in development and we have many more abilities and upgrades planned - just because current buttons don't have any "hold" functionality doesn't mean they won't have them in the future. You'll just have to trust me when I say that I've put loads of thought into the control scheme over the years, and we literally cannot simplify the controls more without sacrificing usability in some way, whether it means you can only use menus to swap guns (which I've already established I am not even willing to consider, as it breaks the flow of gameplay far too much and it's completely optional to use them in the midst of combat), or context-sensitive actions that can easily result in the game not doing what you want it to do. None of those sacrifices are worth it to me. I'm not sure if you think I just randomly decided on the control scheme, but if that is the impression you have then it is simply not the case at all - every choice I've made, from putting Dash on the Action key instead of Jump, to making a separate button for shooting your blaster and your subweapons, has been very much intentional. If there's an action that has a button all to itself, it's either because I intend on adding more abilities to that button later, or I decided that the functionality of that button needed to be as consistent as possible and sharing the button with other inputs would only be detrimental to the player's experience in some way.Do you really need grappling hook button if you can only use in designated places? No, just make it contextual in a place where you can use it - unless you can use the hook in combat. Many actions don't need separate button - you can replace it with a combination of keys or make it contextual. Even holding a button can have a different function than a simple press.
There's a few reasons why the dash in particular uses the control scheme it has, and putting it on the jump button would lead to an AWFUL experience. I can't talk about a few of them as they haven't been publicly revealed, but the one I can mention is that we used to (and will again in the future) have a double jump ability, which means that those two controls would clash hardcore if dash were moved to jump, since you can dash in midair (and that's a very important element to platforming, especially since double jump refreshes your ability to air dash, allowing you to chain jumps and dashes a few times for tricky platforming). On top of that, we have 8 directional aiming - at any moment the player could be holding any direction to try and aim a certain way, both while on the ground and while jumping, and if they tried to jump or double jump while holding those specific directions to aim at an enemy, they would suddenly dash instead. That makes it so literally any combination of directional keys and jump button could easily cause misinputs, and that's an awful experience for a player.Descending the platform is down+jump - dashing would need a direction key too so there is no problem. Especially since dash replaces sideskip/skid anyway (when you get it).