[Anon42] Crisis Point: Extinction


Anon42

Grim Reaper
Feb 12, 2014
520
43
#1



Hello all! My name is Anon42. I was a member of the Maplestory H-sprite community on rule34 a while back, but after losing my files to the project I was working on, I decided to shelve my work on it and move on to something bigger.

Crisis Point: Extinction, a Metroidvania-styled H-platformer, is the culmination of several years working on that 'something bigger'. The game is still in active development, but over the past two years it's evolved and improved beyond my wildest dreams. Before I talk your ear off about it, allow me to let the artwork speak for itself:



In the distant future, mankind has gained the ability to travel through the stars. With the limitations of Earth no longer confining them, exploration naturally followed. In their haste to finally traverse the galaxy, however, they failed to fully prepare for what awaited them. The end result of this was the entire population of mankind being silently infected with a virus that specifically attacks the Y chromosome, leading to all children being born female.

In light of this unusual disease, scientists around the world immediately began searching for a cure. Despite its non-fatal nature they knew that, should the virus be left untreated, humankind would eventually die off with no way for future generations to reproduce.

After nearly a decade of research, only one conclusion was found: if there was a solution, it was not found on Earth. With the male population already starting a slow decline, they took to the stars once again, sending scouting parties of equal parts military and scientists to dozens of planets in the hopes of finding a cure. For several years, their attempts came up empty - until recently. Audio and video feed with one scouting party was abruptly cut off just as they excitedly announced that a solution had been found. All attempts to contact them failed, and it was decided that a small cruiser with only a few personnel would depart for the planet immediately in an attempt to reconnect with them as soon as possible.

Meet Alicia.


A talented military soldier, Alicia was chosen to lead the rescue party. She will be sent to this planet to investigate the cause of the communications disruption, and to make contact with the crew.. assuming they're still alive. Along the way she'll discover, do battle with, and (unbeknownst to her) be raped by a variety of creatures, both human-like and not.



With over 30 planned, animated sprite H-scenes, CGs drawn by LustFire, a breast expansion mechanic that alters every sprite sex scene in the game, and fully voiced Game Over scenes, there's plenty of H-content to see - all paired with classic Metroidvania gameplay. Explore an alien planet, collect upgrades for both traversal and your weaponry, and save as many people as you can.



The final public beta of the game, v.13, is available here.
You can also view two of the game's full CG sequences, no strings attached, here on pornhub! Tentacles | Futa Alraune

If you have interest in supporting the game's development, feel free to check us out on Patreon! You can get access to monthly beta updates that way, but I'll still be keeping ULMF informed on the game's status, don't you worry! Any non-playable updates will be made simultaneously on Patreon and the other sites I update on, so if you'd rather wait for the game to come out before paying anything for it, you can still follow the development process.

Thanks for reading, everyone, and I look forward to hearing your thoughts about the game!
-A42
 
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Soljer13

Tentacle Monster
Sep 27, 2010
302
28
#2
Re: (currently unnamed) Metroidvania H-game

I'll be glad to test your game out. One question, what kind of fetishes will we see catered to in your game? Cum Inflation, Impregnation, Large Insertion and/or Corruption? :D
 

Anon42

Grim Reaper
Feb 12, 2014
520
43
#3
Re: (currently unnamed) Metroidvania H-game

nothing way out there (guro, scat, etc) but i'll be hitting a lot of them. as long as animating it wouldn't make me uncomfortable, basically. lol

as far as the ones you mentioned, impregnation is the only one that might be off the table - mostly because of storyline reasons. the entire plot is basically about rescuing the men for the sake of getting pregnant, birthing children, and continuing the human race, and i refuse to have the sex scenes lead to a game over or anything. so near the end of the game there might be something pregnancy-based, considering the story, but as for the main gameplay i'm not sure. maybe dying against bosses specifically can lead to some 'irreversible' fetish deaths..?

just for my own sake - what is corruption exactly? am i right in assuming it's turning a girl into a sex maniac, basically? corrupting her innocent mind and making her crave it? that could also be a boss death scene :p
 

yugifan3

Tentacle God
Oct 23, 2013
1,694
113
#4
Re: (currently unnamed) Metroidvania H-game

Well, you could have egg birth maybe? Parasite City had a bug attack, then couple steps later she gave birth to a new bug, maybe do that?

Monster knocks heroine down , has sex , egg inside, recovers, walks then births to egg. New monster appear. Defeat or get re-impregnated. Doesn't have to mean game over.
 
May 3, 2009
69
8
#5
Re: (currently unnamed) Metroidvania H-game

nothing way out there (guro, scat, etc) but i'll be hitting a lot of them. as long as animating it wouldn't make me uncomfortable, basically. lol

as far as the ones you mentioned, impregnation is the only one that might be off the table - mostly because of storyline reasons. the entire plot is basically about rescuing the men for the sake of getting pregnant, birthing children, and continuing the human race, and i refuse to have the sex scenes lead to a game over or anything. so near the end of the game there might be something pregnancy-based, considering the story, but as for the main gameplay i'm not sure. maybe dying against bosses specifically can lead to some 'irreversible' fetish deaths..?

just for my own sake - what is corruption exactly? am i right in assuming it's turning a girl into a sex maniac, basically? corrupting her innocent mind and making her crave it? that could also be a boss death scene :p
Hey anon42, awesome project you're making, the sprite looks really good, normally I'm just a lurker but with such a nice gem you're showing here, I feel the need to give some encouragement (just like with paradox game, "The Fairy, the Succubus, and the Abyss").

Now about corruption, it's actually the forced change of the mind and personality of the character to something more agressive and negative, not necessarily sexual, but it is in most h-games (but unfortunatelly doing it in such a stupid and ilogical way it's no fun). One thing that is many times mistaken with corruption is when the character get's addicted to sex, most times with their mind breaking, they just got addicted and broken because of continuous torture not corrupted.

Now a suggestion, a way that would be fun to apply in a game is make the character end up getting her body addicted to sex but without the mind break, it would make it alot harder for her to fight it when being attacked, and seeing her fighting (or trying) it would be really fun, sexy and depending on how you do it, quite funny.

Sorry for the long post, I hope it can be useful to you.
 
Last edited:
Dec 28, 2010
628
43
#6
Re: (currently unnamed) Metroidvania H-game

Some general tips when it comes to picking colors for pixel art,

-Brighter shades have more saturation,
-Darker shades have less saturation.
-Shift hue between shades. (An example would be using orange as a highlight for red, and shifting to blue for shadows)

Here's an edit, illustrating this kind of color theory.
http://i.gyazo.com/5e53b47f4d9ac4b55d04c7f5f2942625.png

Also, if this is your first game, I really wouldn't recommend two things,
-Doing a metroidvania.
-Large sprites.

Large sprites seem like a great idea when you're doing the player, but can really start to slow things down once you start doing the rest of the graphics. Even 50% of the sprite size you're using would be plenty of space for high detail, and the smaller it gets, the easier animation is going to be. Designing a platformer is also a little awkward with tall sprites, as well, which is why sprites tend to be less vertically proportioned in platformers.

I wouldn't really recommend starting with a metroidvania if you've never finished a game before. Linear games are much easier to plan, faster to make, and are a good first entry into game development. What you'll learn merely by finishing a game will go a long way when you try to do something bigger. It will also allow you to make some money, so that you can tackle a larger project with a budget, if need be, or just spend more time on it.

Lastly, regarding the demonstration, a good way of handling releasing the jump button is..
if yspeed <0
yspeed = yspeed/2

Or something similar. Even if you want the decent to be quick, there should generally be some smooth interpolation. This is also true for moving left and right, however it's understandable if you want to keep things simple.
 
Last edited:

azurezero

Tentacle God
Feb 22, 2010
2,809
83
#7
Re: (currently unnamed) Metroidvania H-game

Some general tips when it comes to picking colors for pixel art,

-Brighter shades have more saturation,
-Darker shades have less saturation.
-Shift hue between shades. (An example would be using orange as a highlight for red, and shifting to blue for shadows)

Here's an edit, illustrating this kind of color theory.
http://i.gyazo.com/5e53b47f4d9ac4b55d04c7f5f2942625.png

Also, if this is your first game, I really wouldn't recommend two things,
-Doing a metroidvania.
-Large sprites.

Large sprites seem like a great idea when you're doing the player, but can really start to slow things down once you start doing the rest of the graphics. Even 50% of the sprite size you're using would be plenty of space for high detail, and the smaller it gets, the easier animation is going to be. Designing a platformer is also a little awkward with tall sprites, as well, which is why sprites tend to be less vertically proportioned in platformers.

I wouldn't really recommend starting with a metroidvania if you've never finished a game before. Linear games are much easier to plan, faster to make, and are a good first entry into game development. What you'll learn merely by finishing a game will go a long way when you try to do something bigger. It will also allow you to make some money, so that you can tackle a larger project with a budget, if need be, or just spend more time on it.

Lastly, regarding the demonstration, a good way of handling releasing the jump button is..
if yspeed <0
yspeed = yspeed/2

Or something similar. Even if you want the decent to be quick, there should generally be some smooth interpolation. This is also true for moving left and right, however it's understandable if you want to keep things simple.
agreed, metroidvanias are tricky, even the one im working on doesnt have any sequence breaking
 
Dec 2, 2008
1,489
113
#8
Re: (currently unnamed) Metroidvania H-game

You seem set and confident with your skills. I'm always open to new projects so I'm excited about it. Kyrieru and MoGi Origins are kind of taking more time than I thought, so it will be nice to see something new.
 

Anon42

Grim Reaper
Feb 12, 2014
520
43
#9
Re: (currently unnamed) Metroidvania H-game

Some general tips when it comes to picking colors for pixel art,

-Brighter shades have more saturation,
-Darker shades have less saturation.
-Shift hue between shades. (An example would be using orange as a highlight for red, and shifting to blue for shadows)

Here's an edit, illustrating this kind of color theory.
[snip]

Also, if this is your first game, I really wouldn't recommend two things,
-Doing a metroidvania.
-Large sprites.

Large sprites seem like a great idea when you're doing the player, but can really start to slow things down once you start doing the rest of the graphics. Even 50% of the sprite size you're using would be plenty of space for high detail, and the smaller it gets, the easier animation is going to be. Designing a platformer is also a little awkward with tall sprites, as well, which is why sprites tend to be less vertically proportioned in platformers.

I wouldn't really recommend starting with a metroidvania if you've never finished a game before. Linear games are much easier to plan, faster to make, and are a good first entry into game development. What you'll learn merely by finishing a game will go a long way when you try to do something bigger. It will also allow you to make some money, so that you can tackle a larger project with a budget, if need be, or just spend more time on it.

Lastly, regarding the demonstration, a good way of handling releasing the jump button is..
if yspeed <0
yspeed = yspeed/2

Or something similar. Even if you want the decent to be quick, there should generally be some smooth interpolation. This is also true for moving left and right, however it's understandable if you want to keep things simple.
i appreciate the concern, but i'm not as much of a beginner as you think i am. i've been programming and designing games for over 7 years, it's what i excel in. my sprite art may not be as good, i admit, but that's because i only sprite so that i can actually MAKE games, not because it's what i want to do for a living. if i could get an animator (or even a touch-up artist) to work with rather than doing it myself that would be fantastic, lol.

the color palette suggestion... i'm not sure. the style you gave isn't the only way to go about color selection; it certainly looks good, but i DID have an intentional style in mind when i sprited her, which involves using higher saturation in low and high tones, along with desaturated mid tones. your art looks great, and i may very well go over the character to touch up her art, but i don't intend on making quite that drastic of a shift in colors. we'll see what happens though.

second, no, 50% of this sprite size wouldn't work - not for what i want out of this. it actually DID start at 50% of its current size and i was getting irritated at how little detail i could fit in compared to what i wanted out of it. it may take longer to sprite at this size, but i'm fine with that. besides, the animation system i use speeds things along tremendously. i can finish a fully detailed animation in a day with enough dedication.

third, the variable jumping. i intentionally chose the system i used rather than halving vertical speed because i don't feel like halving it gives the player enough control over jump height. i prefer setting it to a static amount, and that's not going to change. it's much easier to precisely jump up through a ghost platform, for instance, if you know that you need to release jump as soon as your feet are above it, rather than needing to estimate how far your jump will get you after you release jump. the decision wasn't made randomly, i assure you. none of my choices were.

have you ever played kurovadis? that's a good example of the style of metroidvania i'm aiming for. for me it's not about the potential for sequence breaking as it is about exploration, finding new upgrades and abilities that you can use to access the tantalizing pathways you saw earlier on but were unable to reach. the idea behind it is still very much linear, but i've always found the typical "walk from a-to-b" style to be quite a bore.

anyway, sorry if i ranted a little bit. the way everything will mesh in gameplay is the thing i've put the most thought into, i wouldn't make a decision without a good reason behind it. i've got a better grip on game design than you might think. i wiill mess around with her sprite some more and see if i can make the color palette a little bit more pleasing to the eyes, though (i do admit color selection is my weakest point with spriting).



okay.. everybody else! lol

@yugifan - i'll consider egg birth. i'm not a fan of it myself, but i could take on the recent trend of having an option to turn off objectionable content. animating it wouldn't kill me, in any case, so i'll see what i can do.

@luckcrazy - i'm not so sure if i could reasonably implement corruption like that. it would certainly be possible, but going that in-depth with it would require a LOT of work on my part, it wouldn't be worth that much effort. i'll try and find a way to implement it in some fashion or another though, thanks for the clarification.

@papanomics - thanks for that :) things are still obviously new and unfinished, but even i'm surprised at how much work i've put into it in just the past few days, lol. hopefully the motivation will stay with me and i'll be able to crank a lot of stuff out in these early stages.
 
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Anon42

Grim Reaper
Feb 12, 2014
520
43
#11
Re: (currently unnamed) Metroidvania H-game

Kyrieru made Kurovadis.
..well. i feel just a little bit silly, lol. it's been a while since i played it, didn't recognize the name. sorry 'bout that.
in any case, that style is similar to what i'm going for. i'm shooting for ~2 hours of content, in any case, so the numbers will be manageable.
 

RandomGuy

Demon Girl Master
Nov 22, 2010
149
18
#12
Re: (currently unnamed) Metroidvania H-game

Watching her run makes my non-existent boobs hurt. So much jiggle...

Speaking of her boobs, I think they look a little weird being that big on her smaller frame, but that's just my personal opinion. I'm also a huge fan of smaller breasts, so whatever.
 

datanony

Demon Girl Pro
Sep 20, 2012
138
0
#13
Re: (currently unnamed) Metroidvania H-game

What are you using to make this game?

Good luck Anon42. You seem deternined and confident with 7 years of game making, and I think that's great!
 
Nov 15, 2009
371
28
#14
Re: (currently unnamed) Metroidvania H-game

I'm noone when it comes to making games but I thought I'd throw my 2 cents in:
what really caught my eye when I looked at the character sprite is a little disproportion - she could use some more in the ass department. Not much but just some improvement.
I'm just saying. Its your game. :)
 

Anon42

Grim Reaper
Feb 12, 2014
520
43
#15
Re: (currently unnamed) Metroidvania H-game

I'm noone when it comes to making games but I thought I'd throw my 2 cents in:
what really caught my eye when I looked at the character sprite is a little disproportion - she could use some more in the ass department. Not much but just some improvement.
I'm just saying. Its your game. :)
nah man i agree. i was having trouble getting her ass to look natural but voluptuous in her standing pose, i was just waiting to get feedback on it before deciding if i was being too much of a perfectionist or not. i'll revisit it along with the color scheme to see if i can work something out, thanks.

@datanony - amusingly enough, same thing you're using, as far as i can tell from your blog. game maker studio. on that note, nice job with labcoax so far - my only suggestion would be to make it look like there's more penetration going on during the sex scenes, particularly with certain enemies like the slime blob and poltergeist. also there are some spots you can land in midair on in the first room with the slimed scientist guys, right around the jump-through platforms.

@randomguy - not likely to change her breast size. i might fiddle with them to get them resting more naturally, but i'm more of a large chest kind of man, sorry.
 

squark

Tentacle God
Aug 23, 2012
803
43
#16
Re: (currently unnamed) Metroidvania H-game

I'm in the same boat as RandomGuy, but it's your game. Half surprised she's not suffering from boob uppercut with every stride -_^

As it's currently unnamed (and I sometimes pull good ideas from my arse) I was thinking possibly Crisis Point: Extinction as it hasn't quite happened yet, but it's fairly damn close.

Anyway, looking forward to this.
 

Anon42

Grim Reaper
Feb 12, 2014
520
43
#17
Re: (currently unnamed) Metroidvania H-game

I'm in the same boat as RandomGuy, but it's your game. Half surprised she's not suffering from boob uppercut with every stride -_^

As it's currently unnamed (and I sometimes pull good ideas from my arse) I was thinking possibly Crisis Point: Extinction as it hasn't quite happened yet, but it's fairly damn close.

Anyway, looking forward to this.
hm, i do like that quite a bit. i'll let it float around in my head a bit but i may end up going with that name, thanks for the suggestion!
 
Nov 15, 2009
371
28
#18

Anon42

Grim Reaper
Feb 12, 2014
520
43
#19
Re: (currently unnamed) Metroidvania H-game

quick update; there's a potential redesign of her available for view on my blog. again, i'd post it here, but i'm not at the 15-post-for-links minimum yet. i'll compile everything in the main post once i get there. any feedback is welcome, and thanks to kyrieru for pointing out some of the biggest flaws. my apologies if i came off as a bit hot-headed in my response, the color tips were appreciated.
 

ombre vengeresse

Demon Girl Master
Dec 24, 2010
111
18
#20
Re: (currently unnamed) Metroidvania H-game

I find that new character is much better :D ! Otherwise what kind of weapon do you provide to your heroin in your game?