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An Outcry : Psychological horror inspired by Ib, OFF and Space Funeral

A topic by Quinn K. created Jul 15, 2020 Views: 764 Replies: 4
Viewing posts 1 to 5
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INTRODUCTION.

Hi! My name's Quinn.

I'm the lead developer, graphics artist and writer of this game. I will periodically be updating this thread on the progress of "An Outcry" through screenshots, progress videos as well as a soon-to-be-completed demo.

Well, what is An Outcry?

"An Outcry" is a text and atmosphere-heavy horror game created in RPG Maker 2003 about a shut-in's encounter with a force they do not understand.

Wait- Didn't you already make this game?

In a way - yes! Jack King-Spooner has helped me create a ten-minute long version of this game based on just one of the passages from its script.I like to treat the short visual novel that resulted from that collaboration as a kind of "teaser" for this game; though as you are bound to notice, the two of them differ heavily in scope, design, aim and tone. (for comparison's sake: Jack and I finished the "teaser" in 5 days; the full game's PROLOGUE is taking longer than that to create).

Any more information to give?

Yeeeees.

STORY.

"An Outcry" takes place in an apartment building in Vienna, Austria, in 2017. You play as an anonymised person the game calls "unnamed", who locks themself out of their apartment while on their way out for a cigarette. They decide to bother their neighbours to bum a smoke off them, and possibly have a place to stay overnight- However, things swiftly take a strange turn...

Are there screenshots?

SCREENSHOTS.

It seems as though a thousand bars surround them...
Elevator room.
à travers la cité, comme dans un champ clos...
The belt.
I do not think they'll ever sing to me.
Schmitt.

TEAM.

  • Quinn: Concept, writing, art, event scripting
  • James: Art, event scripting
  • Sophia: Music
  • Jennifer: SFX

ADDITIONAL CONTRIBUTORS:

Jack King-Spooner (Music, see below)

Christoph Frey (Music)

Sprite Star (Graphics that were not created by me)

Splendidland (one of the characters' design)

ITCH PAGE.

SAMPLE THE OST:


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Day 6 of development. Progress is swift; a demo will be ready sooner than I thought (but then again,s tranger things have happened).
(+1)

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

A small update; the intro to the game.

A playable demo for the prologue of Outcry will be released publicly next week, and this weekend for Patrons.

https://patreon.com/quinnk

A PUBLIC DEMO IS RELEASED.

PAY WHAT YOU WANT.

There was been no creative experience in my life more rewarding and joyful than seeing this thing come together to  not only a playable, but an engrossing shape in the course of a mere 3 weeks after it was stuck in development hell for an entire year.

Huge special thanks to my scripter pal James and my artist Kitet for their relentless support and their participation in long nights of relentless creation.

Thank you to Jack King-Spooner and Christoph Frey for beliving in me, as well.

Current team:

  • Quinn: Graphics, writing, event scripting
  • James: Graphics, event scripting
  • Kitet: Graphics
  • Sophia: Music
  • Leaf Let: Music
  • Kyra: Additional graphics
  • Jennifer: Sound

Thank you so, so much.

I'm going to rest now, until it is time to work on the full game.

Until then,

Don't disappear like the smoke into the night.