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27 fun facts behind the scenes and OST

Just for fun! In other news, I've uploaded the soundtrack via youtube (Yay!) and sold zero copies over on itch.io during Black Friday. (Boo!) (Okay maybe because I did it on the wrong weekend) Will be doing a postmortem soon on what went right and what went terribly wrong D:


1. This weird sequence was created by me taking pictures of my mouth and eye in different positions. Zero budget gamdev for you ;)



2. The project was totally different in 2012. The initial concept was called Radiation Nation, an 80's inspired zombie defense game. Some of the character designs were carried over and expanded upon in CYE.



3. After seeing the first wave of rpgmaker horror games. I wanted to do my own take on the subgenre, more in line with resident evil. The idea was to design an dynamic environment where enemies can break down doors to chase the player. Too laggy in the end.




4. SPOILER! in order to progress, you have to sacrifice the family cat to a hungry giant monster! Partly inspired by the companion cube in Portal, where GLaDOS asked the player to dispose of your one and only inanimated friend. In this case, the cat survived the ordeal.



5. The character designs for Chloe and her family were a subconscious recreation of my irl family. Charlie is based on my dad, Sally my older sister, Chloe my mother and finally I'm represented by Jake. Wasn't intentional but only noticed midway through development... Spooky!



6. Whilst looking for a composer in 2013, I came across a game called Lisa. Really liked the soundtrack and ended up commissioning 18 tracks from the developer.




7. Sometime in 2016, one of my old college friends wanted to do some music for his university degree. We agreed to meet in a pub and he came in with a suit and tie on. It was a bit of an eccentric afternoon, kept calling me Mr. Moore (my last name). He made 8 additional tracks.





8. Colin originally appeared in my old tech demo "The Lost Girls" back in 2009. Thought I'll bring him back one last time XD



9. I had a custom plush toy of Chloe to help motivate me in finishing the game.



10. There's only one moment of voice acting in the entire game. The main antagonist was giving a cryptic monologue and the intention was to spook the player by suddenly hearing the villain speak to them directly. Voiced by my irl girlfriend.




11. Chloe gets the wind knocked out of her 12 times.




12. The 2013 to 2015 iteration didn't have one single line of dialogue written. The story was suppose to be entirely wordless and focused on the visual side. Old intro below.





13. In 2015, I was diagnosed with epilepsy at 24 years old. Was having six partial seizures a day, which entailed me randomly falling on the floor and screaming in public. Most of my "friends" up and left out of embarrassment. Had to put the game on hold.


14. Early on, you were able to hold Left Shift to run! It was cut midway through development because it made the game so much shorter and would required me to have made bigger environments/rebalance enemy speed in order to compensate.



15. Another cut feature was the flashlight. No specific reason, just couldn't find a place to fit it in with the scenario.



16. Before the cat, the old save system required the player to find videotapes in order to save progress. Scrapped the idea because I didn't like the idea of "balancing" saves or forcing the player to keep playing until they found the next tape.



17. The first character I came up/designed in CYE was the "Emoji killer" ironic because in the final game he only had 3 minutes of screen time.



18. The initial hotel lobby and corresponding rooms have a similar layout to the entrance hall in Mad Father. Wanted to add a easter egg for the eagle eyed rm horror fans out there XD



19. The family cat Buttons is a tribute to my real life cat who's also called Buttons! Sadly he passed away in 2017 but he'll live forever in CYE <3



20. I mucked so much around with the default RGSS, I'd unintentionally broke the text boxes. Found a workaround with using pictures >.<



21. There's a not so subtle nod to resident evil with some of the games graffiti.



22. Another track that hit the cutting room floor. This was suppose to be the final boss music, however it proved to be a mismatch for the sequence so I opted for one with a faster tempo XD





23. Had major art fatigue whilst designing the art exhibit, to the extent where I decided to ask my partners grandmother for help. She was kind enough to let me use her paintings to fill in the gaps :)



24. Throughout the game, Chloe's appearance will change at key points in the narrative. Took inspiration from Resident Evil 2 with Leon and Claire's subtle costume changes. Always thought it was a neat way of showcasing character development.



25. If the player is with their kids and enters the ready stance, the avatars children will cover their eyes and ears to avoid the ensuring violence.



26. Went a little overboard when it came to the players character. Picture was dated over a year back, it's probably more than that now.



27. Creepy ghost girl was the last addition to the game.