This review contains spoilers

First off: I made this game. This is not a review. It's more like an informal postmortem, or a self-critique with hindsight. If you want something more insightful and detailed, check elsewhere, I've made three posts of much more organised thoughts there.

Here, I'll just try and be as brief as I can: "An Outcry", like my first, never-released novel, was, in a lot of respects, a failure. It showed me the way to do a lot of things, either by throwing me head-first into the deep end, or by allowing me to learn from mistakes of others and myself.

It also taught me this: As a narrative designer, I am specialised in very specific things, and should not drift out of those territories without a seat belt on, or without expecting to severely crash.

This game was step one to a crispy kind of burn-out I'd never before experienced. I'm still reeling from that! Turns out wearing nearly every hat at least partially on a game-team will kill you a firey death!

Further, you will do an extremely spotty job of it in the process, too - there's some design-errors and failures to account for contingencies in this game that I shake my head at nowadays, but really, it was the best I could've done, then.

The refusal mechanic in dialogue is great (and I'm unhappy I can never use it again, now!! Gah!!), but there absolutely exists the oft-observed possibility of people not getting it, and the game not sufficiently meeting those folks halfway.

Smoking to save being possible anywhere in the game was also a terrible idea. There's a reason RE has ink ribbons as a finite resource and typewriters stationary in safe rooms. Professional and sufficient playtesting would have revealed that, but we didn't really have any - so this is how that'll stay.

Lastly- GOD. RPG Maker 2003 sucks for commercial games. If I'd had known that I would have as much time as I ended up actually having, I could've straight-up made this game in a more up-to-date engine instead. ...Well- Next time, then?

All of these issues will, of course, be addressed in the sequel.

Oh. Did I write that out loud?

Hehehe...

Reviewed on Oct 29, 2023


2 Comments


3 months ago

wieso solltest du die dialogue refusal mechanic nicht mehr verwenden können?

zu dem smoke save system, ich hab nur dort gespeichert wo ich auch IRL geraucht hätte lol

3 months ago

@ThinkingFella Sie war kontextuell gesehen einfach zu stark an dieses Spiel gebunden. Außerdem werden von nun an die Leute die ganze Zeit versuchen, den "Trick" in meinen anderen Spielen zu verwenden - habe ich tatsächlich bereits beobachtet bei Streamern die AO gespielt haben lol.

Ich möchte den Leuten schon was Neues, Interessanteres bieten als nur denselben Trick nochmal ^^

Smoke Save System: Das ist nice, das war ja auch der Sinn der Sache, aber Nichtraucher können das denk ich nicht wirklich intuitiv verstehen / bzw denken dass das Zigarettenitem im Spiel zu verwenden einem ein schlechteres Ende verschafft (auch bereit beobachtet) :,)