Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (August 19th)
It was great to see if he would notice.
That sounds great about the endings, and generally keeping track of your sexual activity during the game. Have you ever played Hounds of the Blade? It saves an entire page of various sex stats. Would you be interested in including something like that?
Most definitely, I had planned on adding in a similar sex stats page to the final game. It's a fun little bonus after you've been playing it for a while, and it'll take me next to no effort to program it in. As for the NPC, the idea actually came about because he
didn't notice at first. I noticed how awkward the dialogue felt when he made no comments on whether she was naked or not, so naturally I fixed that. Glad you liked it!
@textbook - Thanks for the detailed analysis, lol. I'm happy to announce that you have nothing to worry about - here are explanations, in order of the things you mentioned:
-The blue guys' AI was never finished, honestly. I kind of just threw them in at the last moment and I didn't test it very well. They'll function much better once they're ready for their real debut. Thanks for pointing out the glitch though, I didn't realize they got stuck in ceilings.
-The 'pointless secret' is a thing that irritates me as well. Finding something new and getting all excited only to find out that it means nothing is a horrible feeling, lol. The reason for it in that demo is because I just wanted to show off the fact that there ARE 'breakable' walls and floors and such, partially to see if anybody would even notice them. The solid floor beneath them was just there temporarily because the area below was empty and incomplete. There's no extra powerup needed there, simply because there's nothing else to see.

That kind of thing will most certainly show up later on, though.
-The slimes were pretty similar to the breakable floors, actually. They were on display, so to speak. Their AI was
horribly unfinished and incompatible with about 90% of the level design, so I had to throw them in an enclosed environment so they wouldn't be teleporting all over and causing chaos. They have since been recoded entirely and no longer pose a threat to the natural order of things.
Again, thanks for the in-depth look! It's good to see people are excited enough for the project to be experimenting and thinking about things like that!
@Onyx - Thanks a ton, man! It means a lot to get comments like this, shows that all the work is really paying off
