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Tales of the Crypt [Psychological horror game]

A topic by Boomfire Games created Mar 10, 2022 Views: 609 Replies: 5
Viewing posts 1 to 6
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Hello! We are Boomfire Games, Spanish studio creator of games like the nice platform, Furwind, or the zombie card game, Cards of the dead, available on PC and consoles: (https://boomfire-games.itch.io/).

We are proud to present our next project, where we try to explore different ways to tell stories, more disturbing and deeper. It is Tales of the Crypt (provisional name), a story that interweaves others psychological horror stories with different pixel art and retro styles. Each of them have something in common, they are stories from a disturbed mind visiting his psychologist and have a mysterious relationship with each other.

This new game is progressing at a good pace, with a couple of stories almost finished, we want it to be released this year 2022. We will be updating the progress of the development periodically and do not hesitate to comment what you think and give us tips and ideas.

Have a good day!



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NEW UPDATE!

The development of Tales of the Crypt continues at a good pace, the first short story is almost finished and today we wanted to tell you a little about it.

A confused young woman must discover what happened in a mysterious accident, it is a completely linear story in which we will find different elements with narrative information and puzzles to solve to move forward.

For this story we have implemented visual effects to provide a sense of claustrophobia and anxiety, plus the sound also contributes to this with emphasis on the steps and breathing of the character.

We hope you are liking the project, we will be attentive to your opinion and comments.



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NEW UPDATE

Today we want to tell you a little more about the second story of Tales of the Crypt, that we have been working on for the last few days.

In it a policeman is notified of unusual activity  in a forest where terrible murders were committed by a cult many years ago. We must resolve puzzles in order to continue exploring and mysteries surrounding the place. You will soon realize that you are not welcome there.

We have emphasized the disturbing sounds and the retro visual style reminiscent of the spectrum console.

More news soon, every week, stay tuned!!


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Content update - An eternal tunnel

As we have told you in previous posts, our project intersperses 4 stories within a main story where the way you finish each of these stories affects the main line.

Today we want to expand the information about the story titled "Close Look".

"Close Look" is a story about a woman who wakes up trapped inside a vast tunnel. As she wanders inside, she discovers the truth about her past. Nothing is what it really seems and the origin of everything is a trauma.

The retro style is present throughout the project with a Game Boy Color aesthetic for this story.

The handheld style along with mechanics that can be solved with only two buttons plus the crosshead, could be a forgotten horror title from Nintendo's handheld.

Being a linear and claustrophobic space we have tried to encourage this feeling by simulating the slight pitch while walking, the sound of breathing, the steps while walking (reproducing the sound from left to right) and tunnel vision to focus only on what is important, to move forward.

Thank you very much for reading us, I hope you stay tuned for the next updates, remember that we already have our project Cards of the Dead and Furwind available on the Steam platform.

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Content update

Hi guys, today we want to show you and ask you some questions that have arisen with the development of the 3rd game of these 4 stories that we are preparing.

We show you a screenshot that is really a mockup still early, and that we will continue to develop. In it, a lone soldier in a missile silo during the cold war era receives the order to launch, something that no one in his skin would want to live, knowing that he has the opportunity to refuse or launch the end of the world. His big problem is that as a war veteran he suffers from post-traumatic stress disorder undetected by his country's psychiatric services at the time he was chosen for the job. So he suffers from grotesque hallucinations, which have a decisive influence on the execution mechanisms required by his obscure job.

We have this first mockup in which you can see one of the rooms, in this case, the launch room itself, after having passed through other rooms in the silo before reaching this screen.


Later, and at a given moment, the hallucinations begin: we will change the color palette and, apart from the hallucinations, the interaction buttons will change so that the player does not really know what he is pressing and that can have fatal consequences. That's where we will develop, we are still not clear about some things.

We ask you a question. It is about the aesthetics. as the previous stories have an 8bit flavor and this one as you can see has a color palette that does not follow the pattern of the previous stories, do you think it is shocking and breaks the aesthetics in a negative way? 

Let's show you some changes, especially focusing on this particular screen:


Here you can see one of the hallucinations, we are going to put it interspersing the original image with this one that we show you in a very fast succession. But, as you can see it has a considerable amount of colors, especially gradients. We have thought to change it and to put 8bit colors, what happens to have so much color, the image loses its essence, we show it to you:

A sample with Gameboy Color colors


We are not going to put more tests so as not to lengthen the post, but as you can see, the drawing loses depth completely. However, we have thought to put a progressive palette of reds, like this:


As you can see, it changes a lot. It improves, although the drawing as we already said, is a mockup that lacks a polishing, but you can see the way we want to go.

What do you think? do you think it would be better with the red gradient? we wanted to make it 8bit not to break the aesthetics but we have realized that it breaks the drawing we want to do.

Thank you very much for reading us, I hope you stay tuned for the next updates, remember that we already have our project Cards of the Dead and Furwind available on the Steam platform.


Content update - Evil has many faces

Hello everyone! Today we will talk to you about the creatures that you can find in this story THE LORD OF THE WAY, where a policeman ends up trapped in the darkness of a sect that worships a creature from other times.

During our exploration of the area we will encounter these creatures based on the Teke Teke of Japanese mythology.

Vengeful spirits resulting from the sacrifices of the sect, they seek revenge on anyone they meet in their path of hatred.

They chase us leaving a large pool of blood, they will go to where we are once they see us and when they can no longer continue looking for us they will disappear to reappear where we find them.



This creature has gone through several redesigns until the current one here you can see the comparison of the different sprites.

Finally tell you about the Lord of the Road himself a deity that dwells in the forest and walks on the sacrifices for thousands of centuries, is a Lovecraftian type deity with similarities to Dagon regarding its history an omnipotent god and a sect that only seeks to worship the destruction it will bring.

The lord of the road appears in the heart of the forest, in a different plane to reality where we will not only be impressed by its large size and will pursue us to annihilate us but also throw us a spiritual concentration able to slice the life of everything he finds.

Thank you very much for reading us, I hope you stay tuned for the next updates, remember that we already have our project Cards of the Dead and Furwind available on the Steam platform.