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ACT [Perveloper]Captivity


Hawk999

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yeah the achievos remind me of risk of rain 2 and how hard THEY are
Not only that.
I was just on the (stupid) [only stupid because of what I will say next, otherwise I enjoyed it] take 100 poison dart and reach wave 10 challenge.
I was baiting a wave 6 goblin around for 10 minutes and taking darts over and over and then the game just suddenly closed without an error.
Surely I will never do that tedious challenge again.
 

dazedanon19

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Wow great game, survival horror, decent art, and great animation and sfx? Pretty much sold me on the get go.
 

wingswing

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Nice game~

I for one liked the difficulty being more then the brain dead easy standard and requires at least some practice, got alright and could finish hard on all stages though some requires some luck, finish being Wave 20+, though usually 30+ and beyond.

some tips (for Ver 1.04, apparently 1.05 made cave easier, gave the 2k sniper rifle penetration) :

TLDR : 2.7k SSL Defend / 2.5k & 2.6k Tenelli shotgun all gud endgame loadout choices. SMG/Auto in general excellent choice for ramping, ignore weight 2 SMG/Auto except uzi. Ignore semi-automatic rifles. LMG not as good as you think though there's spot you want to have it with triple drug upgrade. USE fast weapon swap! (default Q)

Weapons
- the high end pistols (wpn category 1) are pretty eh. I don't use it though outside of ramping up in Shack or Spaceship and sometimes jungle (pistol inside glass box). Again weight 2 weapons are generally scaled weaker then weight 3+ weapons (except uzi, amazing for it's 950$ price tag)

- semi-auto rifles are undertuned. No pierce, eh damage. Get the glass box semi rifle in cave when ramping if you want a death wish example.

- for smg/automatic (wpn category 2), the whole line is generally solid although stick with the 3 weight ones over 2 weight (except uzi) as the higher weight is balanced to be better value wise which make sense, this is your go to ramping weapon class. Of particularly good value is uzi 950$ for ramping early-mid, SSL defender (2.7k) is a tier above all the other smg/automatic and a go to for endgame loadout, in fact it's better then the 3k LMG LK. If I have to choose the best loadout without considering which stage, it would be SSL + the two Tenelli shotguns.

- for shotgun, there's only 2 good shotgun and 1 sorta useable ramp, you should ignore the rest which are trash. the 1350$ shotgun is iffy but useable for ramp in FERR (though the Uzi should last you til an endgame weapon in FER) and much better in jungle, ignore it everywhere else. The 2.5k and 2.6k Tenelli shotguns are the real shotguns. the 2.5k Tenelli shotgun has low range (halfway to edge of the screen), high spread, 12 round magazine reload, this is the go to for wiping horde of chonky boys such as a pile of Musca, FER swarms, Jungle swarms, it'll clear up swarm buildup like no other weapon can when you get overwhelmed by a clump, when you're trapped in the middle of a pile-on this is the weapon you want. the 2.6k Tenelli has long range (full screen), very tight spread and 8 round pump reload, the proper way to use it is to use it like a piercing sniper rifle and you'll do good with it, the thing with pump reload is that you can fire mid reload which is huge and more then makes up for the slower round by round reload, it is very good for spots where a fixed reloading clock can be dangerous (Abby, Litigant...etc), you need to get in the habit of reloading anytime you can with this one since you can fire immediately anyway, you can stay topped up fairly easily other then the worst swarm rush (that's where the 2.5k sweeper comes in), the 2.5k & 2.6k tenelli shotgun in fact compliments each other very well.

- There's only 2 LMG in game, both for 3k, the LK and MG32. LK should be ignored, use SSL instead for real, SSL is cheaper and better, hell the 2.2k smg is probably better then LK. LMG class has some big downsides, The downsides of LMG is weight 5 and long barrel, the long reload issue is alright given the 250 round mag (again ignoring LK). Weight 5 means that you can only have a loadout of 2 main weapon with a 3rd being weight 2 if you insist on it, which by endgame is much weaker then an endgame weight 3 weapon. When you get an ammo pickup your ammo count for your entire loadout is increased, so having 3 main weapon is very good ammo economy vs 2 main weapon, particularly in very very late waves where 2 main weapon max ammo won't last the entire wave, or in FERR where you sometimes have to go a wave without access to weapon/ammo shop. Finally the long barrel make enemies that stick close to you impossible to hit, such as Flies, litigant, maggots ...etc, since they try to sit right on top of you you have to roll out far enough for your bullet to hit them. In general LMG are unwieldy and doesn't offer enough advantage... other then one specific case: MG32 has the distinction of a 250 round magazine, but it bascially requires the 2k precision drug to use especially with the long barrel problem, and you will want to get the 3k dmg boost drug before you get the precision normally, which makes MG32 a very late game weapon in general, and even then it's not strictly better then SSL / Tenellis other then the giant magazine, it's damage output over time also isn't as good as one might think. However, MG is the weapon the fire rate booster drug is designed for, with all 3 booster drug the MG32 has excellent firepower over extended amount of time, and there is one spot that needs this: Space ship in the very late waves where you need to chew thru litigant and get to the floaties before they go fire squad on you.

- For special weapon, you can ignore flamer in Spaceship, it has terrible ammo economy and minimal range. Shocker in FERR is better, it's at most comparable to endgame weapons for that level, feel free have it fill a spot in your 3 main weapon choices, just remember it's very expensive to buy ammo for so it's better to fill it with ammo pickup, this is more a preference thing, I sometimes just go with the usual SSL 2x Tenelli loadout anyway and it doesn't make too much of a difference.

Stages:
Shack - You almost cannot mess it up once you get used to the movement and spawn mechanic. on hard I like to ramp with the 650$ pistol in the glass box, then save $ to open access to weapon shop and wait for a decent 2nd ramp (Uzi or better), depending on my 2nd ramp weapon I either save for dmg boost or 1 of the endgame weapon (SSL, 2 Tenelli ...etc), from there on the upgrade path is pretty clear cut. My general end state is SSL + 2 Tenelli with Precision and dmg boost, I also drop spare drugs and gun on ground just in case when I reach the point of too much $, such as a MG32 and a spare set of drug stat boost along with other meds (mind break removes your drug stat boost), this is the general practice I do for all level after reaching the point of too much $.

Cave - The bosses of the game can be found here: Maggots! The starting ramp on this map is rough, but once you get your 1st good smg/auto you'll be home free assuming you've gotten a handle on your movement mechanic. On normal after surviving round 1, grab the light and run all the way to the right to the glowing ball tunnel with 2 levels, drop the light in a good spot. Use the 2 level of narrow tunnel and make a good routine to handle the wave (practice and experiment a bit to find a routine to your liking). Ramp for the 650$ pistol then followed by unlocking shop access then get a smg/auto, uzi or better but ignore weight 2 smg that's not an uzi. Depending on your ramp choice it's either dmg boost or SSL next, SSL is made for this map. Precision follows once you got your dmg boost and SSL, although this is the only map where I might consider precision before dmg and/or endgame weapon depending one your 2nd ramp weapon. 2.5k tenelli should be your 2nd or 3rd of the 3 endgame weapon you buy, you'll eventually reach that point where a Musca + fly swarm is such a thicc boi you'll thank god you got the the sweeper shotgun. Oh and you'll love maggots on this level, seriously. PS. Don't get greedy for ammo drop in bad spots, stick to your routine unless it's safe to reach. Also if a fly charges you, turning your back to it will block it's face grab, doing minimal damage to you.

Jungle - The shotgun map, your goal is to survive til you get either the 1350$ shotgun or either of the 2 tenelli, from there you're home free. Remember to use the 1350$ shotty just like the 2.6k Tenelli, reloading at any opportunity since it has pump reload that can be stopped any moment. You'll want to hole up on the multi level tree house, I ramp with the usual 650$ glass box pistol (or 250$ pistol at shop really early if you get lucky) and work toward a 1350$ shotgun, although given bad rng I'll grab the usual uzi or another ramp smg and wait for one of the Tenelli. Once you have a useable shotgun, the spot you want is the choke point next to the weapon shop where enemies can only climb up from 1 direction, shotgun to the head as the swarm climb up is easy street once you get comfortable. For Orcs, if for some reason you're not killing them while they're climbing, if they're in blocking mode you can get close and blast them in the face as they wind up to strike you. PS. Don't get greedy for ammo drop in bad spots, stick to your routine unless it's safe to reach. Also if you have to fall off from the top level to the ground try to switch to your pistol and blast the ground you will land on to remove traps, you can also do a fancy mid air roll leftward after you drop off the top platform on the right side to latch back onto the platform underneath you tucked away to the left (not always easy to do mid combat).

Spaceship - A map that favors early smg/auto. I ramp with the 250$ pistol in the glass box, work your way toward unlocking weapon shop and grab the usual ramping smg/auto uzi or better. Work toward SSL + dmg boost then finish with Precision, then fill out endgame loadout. You'll eventually unlock the last door and hole up all the way to the right (there are other spots ofc, right is just my go to). Note that floaties spawn from vent at the very top right, I start each wave picking off the floaties above and then crawl left preparing for the swarm coming from the left. This is the map where you'll eventually want MG32 with all 3 drug booster online, you need that fire power in later waves to chew thru the initial swarm with charging waves of litigant shielding groups of floaties, you'll need to kill the floaties before they fire their blast, since floaties in a group and firing in sequence is deadly hard to dodge, and rolling forward (to dodge blast you roll toward it) into groups of litigant is bad news, you need the extended killing power of MG32 to hold onto the later waves (like 30+ wave on hard about)

FER - Another shotgun love map, although smg/auto is perfectly good here too. You'll want to find a good spot and 1st ramp with the uzi in the glass box, you'll get 950$ early in the 3rd wave I believe, so get ready to hop up and grab it the moment you got the $. From there you'll unlock you way to the left until you drop down to find the weapon shop and release Abby, there's also a 1350$ shotgun in a glass box here although I usually ignore it unless my weapon shop rng is terrible. Uzi will last you all the way til you can get an endgame weapon (Usual SSL or a Tenelli), with 1 endgame main and uzi backup, build up to about 3k and go back to where you start and make your way to med shop and grab dmg upgrade. Remember it takes more then 30 seconds to make your way from shop to shop so your ammo needs to last 2 waves if you'll going for the med shop. You can consider never flipping the power switch and opening the right most door as that release Jacky (maybe do it on normal to grab Jacky achievement). PS. Don't get greedy for ammo drop in bad spots, stick to your routine unless it's safe to reach. Jacky can cancel your invincible roll frame, pile-ons with a couple Jacky can death trap you so hold your good position carefully and keep enough ammo loaded, 2.6k tenelli is very solid for controlling your position while watching for abby + Jacky ambush while maintaining ammo loaded state with pump reload mechanic.
Thanks dude. May I ask how to get the final weapon in FER? Tried many times and it still keeps locked.
 

Pootis404

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Thanks dude. May I ask how to get the final weapon in FER? Tried many times and it still keeps locked.
You have to pick up the key card on the small table in Jacky's room (hit 'E' when you get to the back of the room). You can then unlock the room for the weapon and the achievement. If you're carrying too much, drop a weapon with 'G'.
 

Rufamm

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I feel cheated having to start over every level with just a handgun plus those fucking beartraps not worth 5 bucks oh and wayyy to much mouth fucking
 

Azrail26232

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I feel cheated having to start over every level with just a handgun plus those fucking beartraps not worth 5 bucks oh and wayyy to much mouth fucking
Gonna have to disagree with you on the mouthfucking coz thats my fetish.

I feel you on the beartraps though. Cleared that achievement a couple months ago, and it took me several hours or resets until i was good enough to semi-consistantly survive the early waves without running into the traps. Even then it was a matter of waiting for the perfect run. Best advice I can give you is stick to one area while a wave is going, I camped just in sight of the orc spawn hut. Grab the 1500 smg to the right the moment you have the cash, then spring for the damage drug/watch the weapon shop for the SSL defender, the Tenali shotguns, or that one sniper rifle I can't remember the name of. The sniper in particular is great for headcapping 5+ gobbo hordes in one shot, or one-shotting an orc so he can't shield. Use spare time between waves to clear out traps using your pistol.

Beyond that, it's just a matter of figuring out how to best kite the gobbos safely though long, frustrating trial and error. If you're going for 100% achievements, don't make the mistake i did and esc-quit the level if you fail the run, let them mindbreak you to progress the 100 mindbreak achievement. I had to grind out like 75 mindbreaks for my last achieve because I kept doing that.
 
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i really thought that goblin level could have some sort of capture system, maybe they catch you in a trap and then carry you off? wouldn't have minded that in the slightest
 

Azrail26232

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i really thought that goblin level could have some sort of capture system, maybe they catch you in a trap and then carry you off? wouldn't have minded that in the slightest
I'm all for that sort of stuff, though I do appreciate that it would probably be a heck of a lot of work to code a whole new section to the game for a relatively small part of the content. It even looks like the dev might have tried something like this with the Mucosa abduction ability but gave up/scrapped the idea leaving it as just what we have now.
 

Games Dude

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i really thought that goblin level could have some sort of capture system, maybe they catch you in a trap and then carry you off? wouldn't have minded that in the slightest
A lot of these kinds of ideas have been tossed around on the dev's discord server, and while perveloper would love to implement them he's been held back by real life obligations. As far as I understand it, he hasn't had the time to work on the game pretty much at all since the most recent update, a couple weeks after the initial release.
 

A Lost Cat

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wayyy to much mouth fucking

Since there's been some disagreement on this subjective matter, i'll throw my hat on this one.

I agree, too much mouth fucking. You aren't the only one.
 

J300mer

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I'm surprised the people who don't enjoy the oral scenes still get off from regular sex scenes.
It's been roughly 10+ years of intercourse animations, yet they're still locked on to them.
Annoyed by that standpoint, but also respect the iron will to not deviate from it.
 

Pootis404

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I'm surprised the people who don't enjoy the oral scenes still get off from regular sex scenes.
It's been roughly 10+ years of intercourse animations, yet they're still locked on to them.
Annoyed by that standpoint, but also respect the iron will to not deviate from it.
If we extrapolate that logic to real life, it would imply that every person in the world eventually grows into sexual degenerates because they can't get off to regular sex after a quarter of their adult lifespan.
That said, one's ability to enjoy of "normal" sex and deviant smut are not mutually exclusive, not that there's really any of the former in this game due to the non-con nature of its content (unless you install the smiley face mod, but even then it lacks any human-on-human interactions).

Directed at no one in particular:
Nearly half the animations are oral-based, which I can see why some would be put off. All I can say for those not fond of them is git gud and don't get caught by the ones you don't like. There are guides if you need them.
 

Games Dude

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If we extrapolate that logic to real life, it would imply that every person in the world eventually grows into sexual degenerates because they can't get off to regular sex after a quarter of their adult lifespan.
Imo it's more a thing of overexposure: we currently live in an era of sexual deviancy because everyone has infinite access to porn of all kinds through the internet; back before the internet you could only experience this stuff if you had an actual partner to try it with.

You can grow up eating pizza your whole life and not get tired of it, but when you try cake for the first time pizza might just stop being your #1.
 

Ecroose

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i think my biggest problem with the game was the pregnancy.


or rather the lack of it. like come on theres a preggo counter and only the bugs can get you pregnant? wasted potential
 

Azrail26232

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i think my biggest problem with the game was the pregnancy.


or rather the lack of it. like come on theres a preggo counter and only the bugs can get you pregnant? wasted potential
I mean technically there's the fertility idol in the jungle stage too? But yes, I too hope for more pregnacy content if/when the dev has time for a new stage.
 
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