Postmortem


This was a long ride! 
It's the first time I do a postmortem, but I felt I should do that.
2020 has been a rough year for everybody so far and the idea of a gloomy horror game went as a completion of that. 

Deep Inside wasn't the project I wanted to submit to the jams at first. 
I was working in a team of two on another BL Visual Novel but life happened, the team split and I had no choice but to restart with a project from scratch and half the time I expected to have, working solo again. After that the game became a way to focus on something productive and positive and not on the sadness of what August came to be to me... in a way, it was terapeutic. 
I also chose to try a new engine (while still learning C# for Unity) to broaden my horizons. I wanted the game to be more interactive.

Of course, it's not perfect. I had to squeeze the WIP of the game between my studies and life outside and the end of August wasn't the only timeline I had to meet. That's why it has still some placeholder sprites (the "gramophone" e-ehm) and the lack of music in some parts... I hope to fix those in future versions, sigh. 

The inspiration of the game was an episode of my childhood. 
I lived for two months in a big mansion who was burnt in half (and thus was cheap to rent) surrounded by pine trees and willows, specifically in the servants' room. I always phantasized about ghosts and killers living in there. The Estmour mansion itself is a partial recreation of that house, its structure may seem odd but the ground floor for example was almost identical. I'll talk about the characters in another time...
As for the title, maybe someone already noticed but it's a homage to a certain Kamen Rider episode... 

Files

Deep Inside (Windows) 196 MB
Aug 31, 2020
Deep Inside (1.0) 302 MB
Aug 31, 2020
Deep Inside (1.0) 202 MB
Aug 31, 2020
Walkthrough (OLD Ver.) 4 kB
Aug 31, 2020
Credits 1 kB
Aug 31, 2020

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