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DEVLOG: 18.07.2020

You know how they say that the last 10 percent of a game's development are, really, it's last 80 percent? Well, I must be in the early percentages, because things are advancing markedly fast.

There only remains one more NPC to be implemented before the cast is completely established to the player for the prologue.

Outcry very much is a "Hell is other people" kind of story; its dramatis personae may not be numerous, but each one is deeply fleshed out.

"No tail in sight, no smoke, no light, to hail the flame to burn so bright!"

Miss Pierrot
The ending to the prologue has also been tentatively implemented; it involves having a cigarette for the first time in the game, and, well- being interrupted.

Cigarettes are this game's save feature. At this point in development, the player's saves are limited to 20 per game. Playtesting may reveal whether that number is too high or too low.

I have also begun to listen to the first

Playtester Feedback.

As such, a problematic map in the context of the most effective experience was revamped:

OLD.
NEW.

Still a bunch more stuff to implement. My scripter friend James and I will be experimenting with a mechanic that I like to call the "Thought" mechanic.
We'll see how, and if it works.

-Quinn