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ACT Patreon Active [Anon42] Crisis Point: Extinction


Nightverge

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Super Metroid defined me as a gamer, and porn defined me as a person. I'm super-happy (add .gif here) to see this game progress. At first I was sad about the patreon-forced switch, but after seeing how you're making it into a positive thing, I'm happy again. Thanks for rolling with the punches and still putting effort into this. (That said, I'm glad that I still have the .26 update, so the best of both worlds)
 

DaBouncer

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So I played the new public demo a while ago, and have forgotten most of everything I wanted to say, but here's what I do remember.

First, I'll start with the negatives:
I was expecting noticable changes in the art, but either all the changes are insignificant or I've just got a blind eye to art. I wouldn't be surprised if it was the latter, as the cave tile comparison between new and old one page back took me about 5 minutes to notice the difference.
For the world to look so similar, with little changes to the map layout, I was disappointed that the areas beyond the second boss were nonexistant, and weren't left in just for substance's sake. I miss the BE...
On a similar note, the fact that boss CG is only accessible via the gallery now is disheartening. Losing to the bosses now serves no purpose, however I could understand if it was only for the second boss, since it has changed drastically.
Also missing enemies are missing. Where's the starfish?

Now, the positives:
I don't know how, or why, but the gameplay feels a lot smoother. It felt more responsive, and the new mechanics suit it perfectly, plus the new hub-like area serves a nice story-telling purpose.
I can't quite remember how exactly the second boss fight felt, but I think it was an improvement. The tar mechanic was unexpected though, and it, along with the nuisance spikes in the caves actually made the world feel alive.

I may have listed more negatives, but in my mind those are heavily outweighed by the positives. People don't see the code, and whilst about half the world is missing, I can tell how much work has gone into it. This was a "one step back before two steps forward" moment. Also, weren't the hellhounds problematic with their attack pattern too? I think I recall something about that...

Now, Grimhelm, he did pause his Patreon before the rule guidelines and crackdowns changed, and it only remained under review for a year because Patreon took the review process on a by-contact/request approach. They handled it by identifying a possible rule citation and locked the page, expecting creators to take the initiative so they could further identify issues and then sort it out with the creators directly. Because Grimhelm paused his Patreon and never cared for it during the entire time, Patreon did nothing because Grimhelm didn't.
The purge is 100% Grimhelm's choice, I guarantee it.
 

Jesus

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I was expecting noticable changes in the art, but either all the changes are insignificant or I've just got a blind eye to art. I wouldn't be surprised if it was the latter, as the cave tile comparison between new and old one page back took me about 5 minutes to notice the
I'm not sure what the last version you played before the current demo, but the art has improved a lot by my judgement. Or, it'd be more accurate to say a lot has been added. Alicia's sprite was overhauled in addition to animation frames for falling and stopping and such. A few tilesets were improved, and one of the bigger additions that I don't know how you could've missed is parallax backgrounds. Not to mention the UI being dramatically better. There's also a new H-CG artist (whether it's "better" is gonna be entirely subjective).

@Anon42 Would you please spoiler previews of animations and CGs in the future? I prefer to see these things for the first time in the game its self
 

kiko

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@Anon42 Would you please spoiler previews of animations and CGs in the future? I prefer to see these things for the first time in the game its self
The lord doesn't like spoilers
 
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Anon42

Anon42

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So I played the new public demo a while ago, and have forgotten most of everything I wanted to say, but here's what I do remember.

First, I'll start with the negatives:
I was expecting noticable changes in the art, but either all the changes are insignificant or I've just got a blind eye to art. I wouldn't be surprised if it was the latter, as the cave tile comparison between new and old one page back took me about 5 minutes to notice the difference.
For the world to look so similar, with little changes to the map layout, I was disappointed that the areas beyond the second boss were nonexistant, and weren't left in just for substance's sake. I miss the BE...
On a similar note, the fact that boss CG is only accessible via the gallery now is disheartening. Losing to the bosses now serves no purpose, however I could understand if it was only for the second boss, since it has changed drastically.
Also missing enemies are missing. Where's the starfish?

Now, the positives:
I don't know how, or why, but the gameplay feels a lot smoother. It felt more responsive, and the new mechanics suit it perfectly, plus the new hub-like area serves a nice story-telling purpose.
I can't quite remember how exactly the second boss fight felt, but I think it was an improvement. The tar mechanic was unexpected though, and it, along with the nuisance spikes in the caves actually made the world feel alive.
For your complaints about the art, I'm going to basically mimic what Jesus said. The cave tile comparison you mentioned is by far the smallest visual update we did, so I can't blame you for not seeing the differences there, but everything else changed dramatically from the last public version, and the only way I can imagine you could've missed them is if you haven't played the old demo in a while, and you're just misremembering the old graphics being better than they were. Here's a few comparisons so you can see what I mean:
New 20399
Old 20398

New 20401
Old 20400

New 20402
Old 20403


As far as the boss fight thing goes.. well, they're boss fights. I get that a lot of H-games reward you for losing to enemies, but that's something we don't want to do - losing isn't supposed to have a purpose, you're supposed to try your best to beat them, like in a traditional video game. Instead of being rewarded for losing, you're rewarded for winning, both with progression and unlocking the boss's scene back at camp (I want to overhaul the boss scenes so they're better eventually, like including some CG elements and dialogue).

There are two main reasons the Deep Soil isn't in the public demo. First being that the Deep Soil rework isn't finished yet - it's still using a lot of the old graphics, and the layout of some of the areas has drawn criticism, but the public demo is supposed to be a showcase of how far we've come since the last public demo, so I didn't want an area that was vastly incomplete to be present in it. The second reason is that the Deep Soil is home to BE, as you know, and the BE status effect itself is something I've been wanting to rework for a loooong time. Right now, it completely removes the player's ability to jump and move around quickly, which makes it a huge pacebreaker. We want to rework it so that it doesn't impact your ability to move and platform at all, but to do that we have to rework every single "gameplay" animation that Alicia has with a BE variant, and there are a lot of those. Both reasons basically boil down to "I feel like that area/mechanic don't match up to the quality standards I have for the game, and thus I don't want them in the public demo that everyone will be able to play and judge the game based on". Hopefully that explains why I cut them.

For the missing enemies, I removed them because I felt like they didn't add anything to the game. The starfish you mentioned (we called them Latchers) did absolutely nothing but slow the player down, and were most often placed in locations with no consequences for being caught by them (as there were rarely enemies nearby, and the latchers do no damage by themselves), so I decided to remove them to improve the pacing of the game. We already have the Cumshooters that satisfy the gameplay niche of "limit player's mobility in combat situations", so I felt that we didn't need another. Plus, they were REALLY hard to see, even if you knew to look for them, and it would've been even harder to see them with the new background art in the Summit making things much busier visually, so it just would've been frustrating.

As for the kind words, thank you! I'm glad that even though you did have some disappointments/issues, you overall had a good time with the game and enjoyed all of the improvements we've worked on. I really feel like we're starting to reach the point of quality that I always wanted from the game, and I'm excited for what the future holds for Crisis Point.

@Anon42 Would you please spoiler previews of animations and CGs in the future? I prefer to see these things for the first time in the game its self
So sorry about that! I'll make sure to spoiler tag them going forward, I hadn't considered that people might want to keep up with the game without seeing the H-content before they play.
 

Jesus

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I have yet another suggestion with a potentially high cost-benefit ratio: In line with wanting to reward players with the H-content, maybe only "prime" versions of enemies have H-scenes; These act much more aggressively and are a bit tankier (This could be obnoxious depending on the enemy), and of course "submit" when defeated.
The issue this is meant to "fix" is that once you encounter an enemy for the first time, you get to press a button and see its scene just for getting to the first room it's in, preventing any sort of tension build-up (I'm becoming more and more of the belief that good hentai functions similarly to good horror). Past the first pre-determined encounter with each "prime" enemy, further ones could be randomised, replacing the normal version that'd be otherwise present, with the chance increasing as you gain more upgrades.
In addition to addressing the dissipation of tension, you both mix up the combat, gradually ratchet up the difficulty, and make H-anims a reward for gameplay.
I can't remember if sex heals, this would obviously necessitate change in how that works. Maybe it could over-heal, making these opportunities more spread out but more rewarding, and differentiated from the HP pickups dead enemies usually drop.

Possibly conflicting with this is another idea I had regarding how the BreXpanders™ in Deep Soil work. I can't remember if you already talked about plans for them but I digress.
Instead of just being a passive hazard, they join in any sex-scenes occurring in the level. Between the Scientists' vials and something to replace the vines, the player will often find themselves in the BreXpanded state, probably meaning greater loss of health. So instead of just waiting it out, the player can initiate a sex-scene to drain the BE (but this wouldn't heal them); On the other hand, if they use sex to heal they're going to have to deal with being BreXpanded afterwards. Might be an interesting dynamic, adjustments to health drops could be made to factor in. The best part is it's just a pair of pixel-wide lines on top of the existing animations - not to trivialize how much work it'd be. Finally, it couldn't be so easily construed as rape as previously, if that's still an issue.
 

DaBouncer

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...the only way I can imagine you could've missed them is if you haven't played the old demo in a while, and you're just misremembering the old graphics being better than they were.
This is exactly what was happening, alongside my aforementioned blind eye to art. The side-by-side comparisons make it painfully obvious, but also the explanations of the extra movement animations has rejogged my memory, as I now think that is what was causing the gameplay to be so much smoother and intuitive. I now remember wondering if extra frames or animations were added in the general movements.

The most surprising art change however is the area with the tar. I never realised just how UGLY it used to look and how much has been done to not only improve it, but make it one of the more interesting area now. If I thought my blind eye to art was bad, my blind eye to backgrounds is worse!!!

I get that a lot of H-games reward you for losing to enemies, but that's something we don't want to do - losing isn't supposed to have a purpose, you're supposed to try your best to beat them, like in a traditional video game. Instead of being rewarded for losing, you're rewarded for winning, both with progression and unlocking the boss's scene back at camp (I want to overhaul the boss scenes so they're better eventually, like including some CG elements and dialogue).
I can understand the reasoning behind not causing bosses to reward upon a loss, but with the lore of your game world, where the atmosphere is turning men lust crazy, it makes no sense for the big bad, main enemies to not lewd you upon a loss, as surely the environment would effect them heavily as well. Unlocking a scene where you did lose makes no logic when compared to when you did lose and nothing happens except a fade to black or whatever. Maybe an alternative scene is unlocked when you win, which shows a prolonged or "after" scene of the boss' scene when you're defeated? Aka "a long time later"-eque scenario.

But this would just be a hell of a lot more work in the art department.

There are two main reasons the Deep Soil isn't in the public demo. First being that the Deep Soil rework isn't finished yet - it's still using a lot of the old graphics, and the layout of some of the areas has drawn criticism, but the public demo is supposed to be a showcase of how far we've come since the last public demo, so I didn't want an area that was vastly incomplete to be present in it. The second reason is that the Deep Soil is home to BE, as you know, and the BE status effect itself is something I've been wanting to rework for a loooong time. Right now, it completely removes the player's ability to jump and move around quickly, which makes it a huge pacebreaker. We want to rework it so that it doesn't impact your ability to move and platform at all, but to do that we have to rework every single "gameplay" animation that Alicia has with a BE variant, and there are a lot of those. Both reasons basically boil down to "I feel like that area/mechanic don't match up to the quality standards I have for the game, and thus I don't want them in the public demo that everyone will be able to play and judge the game based on". Hopefully that explains why I cut them.
After seeing the truth behind how much the art style has changed, the fact it's not revamped is reason enough, I falsely thought it could've still fit in. As someone that loved the BE, I can admit that the lack in movement was tough, especially when it came to collecting all the BE variant scenes, so it's no surprise you wanted to revamp that mechanic too.

For the missing enemies, I removed them because I felt like they didn't add anything to the game. The starfish you mentioned (we called them Latchers) did absolutely nothing but slow the player down, and were most often placed in locations with no consequences for being caught by them (as there were rarely enemies nearby, and the latchers do no damage by themselves), so I decided to remove them to improve the pacing of the game. We already have the Cumshooters that satisfy the gameplay niche of "limit player's mobility in combat situations", so I felt that we didn't need another. Plus, they were REALLY hard to see, even if you knew to look for them, and it would've been even harder to see them with the new background art in the Summit making things much busier visually, so it just would've been frustrating.
I always hated the cumshooters more than the latchers because I often found them more annoying than the latchers... Also I thought them being hard to see was intentional. An idea on what latchers could do if you ever brought them back, have them act the same way I assume you want BE to be, and not cause mobility issues but instead cause something else. Maybe have it so multiple can be latched on at once and the more that are attached the more effects happen?

As for the kind words, thank you! I'm glad that even though you did have some disappointments/issues, you overall had a good time with the game and enjoyed all of the improvements we've worked on. I really feel like we're starting to reach the point of quality that I always wanted from the game, and I'm excited for what the future holds for Crisis Point.
Same here, it'll be interesting to go beyond all the revamps and see what new ideas come up.

I always try to find why I'm disappointed, and maybe find out why some issues may have happened in development. As someone that doesn't make games, that can sometimes be hard to do, as without any clue as to the true process, sometimes the time sink some tasks require are unfathomable.
 

neutral

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for me personally, losing to get H content is part of the fetish, which is why i prefer that. i'd rather be dommed, that shit is my jam....and to be honest, still only a fetish H games can appeal to. a fetish that does not have very many sources to dive into outside of japanese games. even less of this genre is as well animated and produced ( animation >>>>>> CG cutaways) so when i backed so many years ago for that, and to find out im not getting that anymore, well, i lost all interest in the porn at that point.

That one, tiny difference changes everything. porn is a reward? no no no, i dont want it to be a reward.
 
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Anon42

Anon42

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for me personally, losing to get H content is part of the fetish, which is why i prefer that. i'd rather be dommed, that shit is my jam....and to be honest, still only a fetish H games can appeal to. a fetish that does not have very many sources to dive into outside of japanese games. even less of this genre is as well animated and produced ( animation >>>>>> CG cutaways) so when i backed so many years ago for that, and to find out im not getting that anymore, well, i lost all interest in the porn at that point.

That one, tiny difference changes everything. porn is a reward? no no no, i dont want it to be a reward.
That's fine, you don't have to agree with it or like the changes, but the changes are staying. I understand the appeal in game over content, but it's not the type of game or content I want to make, and I haven't wanted to for a while - the only reason we ever used it was because Crisis Point wasn't originally going to be such a big game, it was more of a creative outlet and I didn't put much thought into the initial plans, I just did what every other action H-game does, which is sex on loss. While I understand the disappointment in us changing our content - that's why I wasn't going to change it until the Patreon ToS change forced my hand, despite me being unhappy with it - the argument of there not being many games that do that content doesn't really hold up. Almost all action H-games do sex on loss. I know that doesn't remove the disappointment, and I would never try to invalidate anyone else's feelings about the changes - all I ask for at this point is that people have respect for the fact that this is how the game is now, because this is how I as a creator want it to be, and that people give us time to flesh out the changes before making kneejerk reactions and saying "the game is gutted" or "fuck you for bowing to Patreon" or "this game is worthless now". There's still a person behind this game, not some faceless robot, and knowing that making one small change can cause my most ardent supporters to spew hatred and toxicity at me, even knowing that these changes make me happier as a creator.. there really aren't words to describe it.



I can understand the reasoning behind not causing bosses to reward upon a loss, but with the lore of your game world, where the atmosphere is turning men lust crazy, it makes no sense for the big bad, main enemies to not lewd you upon a loss, as surely the environment would effect them heavily as well. Unlocking a scene where you did lose makes no logic when compared to when you did lose and nothing happens except a fade to black or whatever. Maybe an alternative scene is unlocked when you win, which shows a prolonged or "after" scene of the boss' scene when you're defeated? Aka "a long time later"-eque scenario.

But this would just be a hell of a lot more work in the art department.
Yeah, that would just be way too much work, even if I wanted to do it. I said a few posts ago that I plan on making it so Alicia masturbates when you run out of HP, which will mean you DO have sex on loss with regular enemies - but for boss fights that function is disabled, and I DEFINITELY don't want to give unique content on loss, because then we're back to the problem of people throwing themselves against a new enemy every time they find one just to see the porn content, then having to reload, which absolutely kills the pacing of a game and introducing a new enemy.

I always hated the cumshooters more than the latchers because I often found them more annoying than the latchers... Also I thought them being hard to see was intentional. An idea on what latchers could do if you ever brought them back, have them act the same way I assume you want BE to be, and not cause mobility issues but instead cause something else. Maybe have it so multiple can be latched on at once and the more that are attached the more effects happen?
They'd still have the issue of being near impossible to see with the new art, unless I revamped their design - but making them bigger would make them stand out in a negative way imo, and at least off the top of my head, I can't think of a mechanic I'd be interested in giving them that wasn't mobility reduction. Plus, unless I just gave them a generic "sucking" animation that just overlayed on top of Alicia, they'd require an absurd amount of art effort to implement, since they'd have to have an animation to match up with every animation Alicia has. I'm not saying it's literally impossible, but I honestly have no interest in bringing the Latcher's back right now, sorry.

I always try to find why I'm disappointed, and maybe find out why some issues may have happened in development. As someone that doesn't make games, that can sometimes be hard to do, as without any clue as to the true process, sometimes the time sink some tasks require are unfathomable.
Don't even worry about it man, you were perfectly respectful in your comments and that's the most important part! It's definitely hard to understand what goes into making something if you haven't done it yourself, that applies to every kind of creative endeavor, not just games, so I don't fault you at all for it. On the contrary, I commend you for being open to discussion and bringing up your disappointments in a respectful way - it makes it a lot easier to want to open a dialogue and see if we can find a solution, compared to people who start the conversation with aggression/yelling. (Not pointing any fingers at anyone here with that, btw - there's just been a LOOOOT of toxicity in recent weeks from people all over the place and it's really wearing me down. I don't know why it's only just starting now when the changes happened like.. almost a year ago.)




I have yet another suggestion with a potentially high cost-benefit ratio: In line with wanting to reward players with the H-content, maybe only "prime" versions of enemies have H-scenes; These act much more aggressively and are a bit tankier (This could be obnoxious depending on the enemy), and of course "submit" when defeated.
The issue this is meant to "fix" is that once you encounter an enemy for the first time, you get to press a button and see its scene just for getting to the first room it's in, preventing any sort of tension build-up (I'm becoming more and more of the belief that good hentai functions similarly to good horror). Past the first pre-determined encounter with each "prime" enemy, further ones could be randomised, replacing the normal version that'd be otherwise present, with the chance increasing as you gain more upgrades.
In addition to addressing the dissipation of tension, you both mix up the combat, gradually ratchet up the difficulty, and make H-anims a reward for gameplay.
I can't remember if sex heals, this would obviously necessitate change in how that works. Maybe it could over-heal, making these opportunities more spread out but more rewarding, and differentiated from the HP pickups dead enemies usually drop.
Enemies do heal you on sex, yeah. I'm not a super huge fan of the idea of limiting what enemies you can have sex with, especially since many enemies have duo scenes, which would mean you'd have to find two prime enemies together to be able to see their duo scenes, and there's also BE scenes, which is a status effect you can only get from certain things. Randomizing enemies being prime also means I have less control over encounter design, and more prime enemies as you get stronger means that enemies "level up with you" so to speak, which IMO has always made it feel a lot less meaningful to get stronger. I'd also have to put more time into artwork for prime enemies, since at the very least they'd need some kind of defining trait/effect that clearly marks them as prime.

Well.. that may have all been very negative, but I'm not against the idea of continuing to tweak how H-scenes work, I'm just not sure how well that idea specifically would work. I'll keep thinking on it though.

Possibly conflicting with this is another idea I had regarding how the BreXpanders™ in Deep Soil work. I can't remember if you already talked about plans for them but I digress.
Instead of just being a passive hazard, they join in any sex-scenes occurring in the level. Between the Scientists' vials and something to replace the vines, the player will often find themselves in the BreXpanded state, probably meaning greater loss of health. So instead of just waiting it out, the player can initiate a sex-scene to drain the BE (but this wouldn't heal them); On the other hand, if they use sex to heal they're going to have to deal with being BreXpanded afterwards. Might be an interesting dynamic, adjustments to health drops could be made to factor in. The best part is it's just a pair of pixel-wide lines on top of the existing animations - not to trivialize how much work it'd be. Finally, it couldn't be so easily construed as rape as previously, if that's still an issue.
I will say that I did have plans for the way BE would work once we redo it, part of which involves completely removing the movement debuff so Alicia can get around easier. Beyond that, I have ideas but nothing so set in stone that I'm not willing to hear ideas - that said, the biggest flaw I can see in your idea is that having sex would function both as a way to activate AND deactivate BE in those areas, which would put control of being in BE completely in the player's hands - which also comes at the negative of the player constantly being forced to watch H-scenes if they want to switch for whatever reason, and also makes it so that BE is no longer a factor in your gameplay, since you can swap out of it on command. It might be worth considering removing the idea of BE having a penalty, and maybe make it a time limited buff instead - or maybe give it both a positive and a negative in some way?
 
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As much as I am conditioned to want sex scenes on loss having them at the main base is more of a "ok I finished playing tonight time to a crank one out" for me and that's just fine.
 

DaBouncer

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(Not pointing any fingers at anyone here with that, btw - there's just been a LOOOOT of toxicity in recent weeks from people all over the place and it's really wearing me down. I don't know why it's only just starting now when the changes happened like.. almost a year ago.)
I'd assume people may be blind to the meaning behind changes shown in a blog, and only become aware once those changes are implemented into the actual update, where they can interact with it and then go "oh, I don't like this".

I will say that I did have plans for the way BE would work once we redo it, part of which involves completely removing the movement debuff so Alicia can get around easier. Beyond that, I have ideas but nothing so set in stone that I'm not willing to hear ideas - that said, the biggest flaw I can see in your idea is that having sex would function both as a way to activate AND deactivate BE in those areas, which would put control of being in BE completely in the player's hands - which also comes at the negative of the player constantly being forced to watch H-scenes if they want to switch for whatever reason, and also makes it so that BE is no longer a factor in your gameplay, since you can swap out of it on command. It might be worth considering removing the idea of BE having a penalty, and maybe make it a time limited buff instead - or maybe give it both a positive and a negative in some way?
A buff is hard to imagine for BE, besides a sexual one.
Possible negatives:
enemies heat seek towards you to initiate a scene, similar to when you're masturbating (this might actually be a buff...)
item drop rate decrease/stop altogether (so only sex can heal)
maybe have it affect how effective your subs are, aka less bombs, slower grapple pull
Actually, maybe make it so latchers only like BE? They only activate and latch on if you have the BE effect? (I just can't drop latchers can I? Maybe make it so they launch out of a noticable change in terrain, like a hole/nest, could fix the visibility problem, and make the nest/hole have hp so it serves a purpose when not BE)
 

ThatWeirdGuyWithaWeirdHat

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I'll let go of my complaints of everything else and trust that the finish product will exceed my expectations on immersion and such, but there's one thing I have to ask. Why does sex heal you? If your HP is stamina like you said, shouldn't it drain(damage) your character instead of revitalize them like a forceful relaxant of a sort? I'm genuinely curious.
 

sigmazx

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for me personally, losing to get H content is part of the fetish, which is why i prefer that. i'd rather be dommed, that shit is my jam....and to be honest, still only a fetish H games can appeal to. a fetish that does not have very many sources to dive into outside of japanese games. even less of this genre is as well animated and produced ( animation >>>>>> CG cutaways) so when i backed so many years ago for that, and to find out im not getting that anymore, well, i lost all interest in the porn at that point.

That one, tiny difference changes everything. porn is a reward? no no no, i dont want it to be a reward.
That one tiny difference is why I no longer back the dev on Patreon. It lost my interest so fast.

@Anon42 It's your game, your rules man. But just understand that to some, GOR is a huge fetish especially with games as good as yours. The choice of losing and being dommed is why I keep coming back to such games and why I Japanese H games like One syota among many.
 
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Anon42

Anon42

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I'll let go of my complaints of everything else and trust that the finish product will exceed my expectations on immersion and such, but there's one thing I have to ask. Why does sex heal you? If your HP is stamina like you said, shouldn't it drain(damage) your character instead of revitalize them like a forceful relaxant of a sort? I'm genuinely curious.
I really hope it does, but do understand that I'm still up for feedback regarding our H-content, I don't want it to feel tacked on - I just want people to be open to the new context and give us some time to flesh it out before deciding if the game is "worthless". And again, I wasn't referring to your comments as much as some other people I've had to deal with recently who were significantly more disrespectful. As far as why sex heals you, I intended that to be sort of like "getting temporary relief from her urges", whereas if she ignores them until it hits a breaking point (running out of health/"willpower"), even having sex won't satisfy it, and she becomes consumed by her lust and unable to continue her mission. I can see how it could be interpreted both ways though, maybe I'll try to add in some flavor text or something to describe it ingame. Having sex DOES reduce your libido back to 0, so once libido is a more common mechanic it might be a little clearer that that's the angle I'm going for.

That one tiny difference is why I no longer back the dev on Patreon. It lost my interest so fast.

@Anon42 It's your game, your rules man. But just understand that to some, GOR is a huge fetish especially with games as good as yours. The choice of losing and being dommed is why I keep coming back to such games and why I Japanese H games like One syota among many.
Like I said, I understand completely why some people are disappointed - again, it's the entire reason I wasn't going to change things until I felt like I had to to protect my income, despite being unhappy with it. I had already decided my future games weren't going to have GoR, but I wasn't going to change it in CP:E until that fact explicitly because I know it would disappoint people, and believe it or not, I didn't want to disappoint any of my fans. I fully understand why GoR is a huge fetish to some people, which is why I've reiterated that point several times - it's just not what I want to do with my work, and precious few people seem to be able to respect me enough as a person to accept that without throwing a temper tantrum and cursing me out for it. Managing forums and chatting with communities over the past month has basically boiled down to dealing with somebody bitching at me every other day over it, and I'm getting awfully close to just ignoring posts like it from now on - when a person's ability to talk to me without getting pissy ends as soon as I do one thing they don't agree with, even though it makes me happier with the work I'm making, then it's pretty safe to say they don't actually have any respect for me as a person/creator, if that makes sense, and I don't really have time to deal with that shit day in and day out.
 
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ThatWeirdGuyWithaWeirdHat

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I believe there also has to be a penalty for using/abusing it as well. Like having a corruption stat that makes you take more damage when hit for example. To give a Metroid example, like the Corrupt Hypermode in Metroid Prime 3: Echoes. It's super useful, but its risky as well.
 
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Anon42

Anon42

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(Copy-paste from our If you like what you see, )

Hey everybody! It's time for another weekly update! Before we get started on the usual things, I have a special announcement!

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The link up above will take you to my good friend Shady's patreon page, where you can find and download the new public demo for his latest game, Shady Lewd Kart! Not only is it a great kart racing game with a lot of love and a lot of lewds, buuuut you can also find our very own Alicia in the game as a playable racer!

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Right now she's not available in the story mode, just the other game modes, but she'll be getting her own story later on, with lewds included of course! There's a bunch of other lewd ladies from various H-games like Future Fragments, Divine Arms, Paizuri University, and more. I urge you all to check it out, especially since the demo is free, and consider throwing some support their way if you like what you see - they absolutely deserve it!


With that done then, on to the rest of this update!

Like I mentioned last week, there's probably not going to be a whole lot in the way of visual updates for the rest of this update cycle - a lot of what we're working on is either stuff I don't want to ruin by talking about it, or just plain uninteresting. I'll try to keep at least one visual treat for each week's post though, and for this week it'll be more work done on the Caves tileset! Last time I posted about the Caves tileset, it was more or less just a small improvement in the overall art of the caves - it still more or less looked the same, and you had to look pretty close to notice the differences. Now though.. well, see for yourself.

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There's a comparison shot for ya! The top image is the old one, if that's not obvious, and the bottom is what Puffernutter has been working on. We decided to scrap the idea of leaving the Caves artstyle completely untouched, and instead focus on making it more visually interesting all around - which includes not only adding more of the detail tiles you might be familiar with, like the little glowing flowers, but also adding more, like these badass spiral stalagmites, all on top of an altered color palette and style! I have even more things planned to update the look of the caves further, and I can't wait to show those off when they're done. It's very possible that there will be some mismatched tiles in this coming update - the Caves tileset is going to be a much bigger rework than initially intended, and while I won't need to COMPLETELY re-tile every room like I did with the Summit art rework, I will need to do touchups basically everywhere, so forgive me if it does end up being unfinished at first.

Aside from that, this week, I finished polishing up the scripts for both of the new CGs being added this update, and sent them off to our actors for voiceover work. Kuso is just about finished up with one of the CGs, so that'll be implemented fully soon, and he'll get to work on the next one.

Orexius has been hard at work finishing up the Lurker's H-scene, specifically the climax animation, and once that's done he'll be working on a new "death" animation for Alicia that has her transition into her masturbation state, rather than just laying down, which will allow for some H-scene action if you do lose to enemies and choose to stick around. I'm not sure if I've talked about it in detail before here on Patreon, but essentially it's part of my plans to make health in Crisis Point not represent Alicia's "health", but rather her willpower to keep fighting, if that makes sense. So when she runs out of HP, it's not that she's being killed or knocked unconscious, but rather she's run out of willpower to resist her lewd urges, and fully gives in to them instead, resulting in H-scenes. This does not mean we will be adding unique game over content - the H-scenes that play will be the exact same ones you can get by masturbating near an enemy when Alicia still has health, but hopefully the different context of the scenes will add something enjoyable for those who want it!

This coming week will probably continue to be a lot of writing for me, as well as touching up all of the Caves areas with the new tileset, and I want to see if I can't get some new rooms designed for the Catacombs too. In terms of game content, this update has turned out to be a bit more rework-y than I had hoped at first, but there's quite a bit of new H-content at least! All of this needs to be done at some point anyway, so there's nothin' to do but march ever onward. I'm not 100% confident v0.34 will be done in time for the original schedule, but I'll do my best to make it happen as close to mid-April as I can, and it's still possible I could get it finished in time if depression stops being a lil bitch about it.

Alright, that's all for me this week. As always, thank you all so much for the support - we wouldn't be here without all of you. I'll see you all in the next update!
 
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Anon42

Anon42

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is there a save file for this?
Sorry to disappoint you, but in the interest of saving you the time and effort, I recently discovered thanks to some user testing that the method I use to generate encrypted save files actually makes it impossible to share saves. I'll spare you the particulars, but you won't be able to download someone else's save and use it right now. I want to fix this as soon as I can, since I had no intention of trying to stop people from sharing saves, but I'm afraid for now it's impossible.
 
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Anon42

Anon42

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(Copy-paste from our If you like what you see, )

Hey everybody! Time for another CP:E weekly dev update. Sorry this one is later in the day than usual, my schedule is all sorts of screwy lately and I've been waking up really late because of it.

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To get the update started, we have the image up above, showcasing a mockup for the data disc menu. If you remember, data discs are a new feature we're adding in this update that'll be used for a number of things - rewatching one-time-only story CGs, reading lore/bestiary entries on enemies and plantlife, and more. I plan on having it be accessible from the pause menu rather than needing to go back to the camp to use it, though I'm not entirely sure yet where it should go in the menu. I'm thinking of having it be a button in the Status menu, but if you have any better ideas, feel free to let me know!

That's all the direct visual stuff I have to show off this update - like I mentioned recently, there's not a whole lot of visuals I can show off for the rest of this update cycle, as a lot of it is just retiling old rooms, making new ones, and adding in new features, like the data discs. Aside from that, though, this week I spent my time writing more stuff related to the mystery NPC I showed off a bit ago - I realized one of the things related to their story didn't really make sense in the grand scheme of things, so I had to take a step back and rewrite parts of it, but I think I'm happier with the direction it's going now. I also implemented the function of having Alicia auto-masturbate on "death" rather than just getting knocked out - I think I've mentioned it before here, but this change, along with others I have planned, will reinforce the idea that Alicia's "health" is more of a representation of her willpower to resist her desires, rather than her physical wellbeing, so when it runs out, she gives in to that lust. In addition to those things, I also started getting the new CGs implemented - one of them is nearly complete now, and the other still has a bit to go, but should be done in time for the release of this update.
I will say though that I'm growing increasingly uncertain if we'll make it in time for a mid-April release date; this update might end up getting delayed a bit, but I'll do my best to make sure it still gets released in April if we do have to delay it. I'm still in a bit of a funk to be honest, having a lot of trouble getting through it this time, BUT things have definitely been improving and I've been getting a lot more done over the past week or two. The rest of the team is working hard too, with Orexius still working on Lurker animations, Kuso and our actors plugging away at CGs, and Puffernutter working with me to finish up the Caves tileset rework. Speaking of the caves, thanks to the more dramatic changes we're making to that tileset, it's going to end up taking more of my time to rework the caves tiles than I had initially hoped - it'll result in the place looking MUCH nicer than before, but I'll probably have to hold off on really working on the Deep Soil and Catacombs areas much because of it. Right now the place looks like a mismatched mess and I really don't want to be releasing the update in that shape. Puffernutter has offered to try helping out with tiling rooms in-engine though, so we should be able to get it done quicker in the future if that works out.

Alrighty, that's enough outta me for this update. I still want to try and start streaming again soon, though at the moment the big thing stopping me there is my schedule being messed up, like I mentioned above. Once I get that fixed up I should hopefully be able to start regularly streaming development again, so I'll keep you updated on that. Thank you all so much for your support, and I'll see you in the next update!
 
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