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(+1)

Thank you for taking the time to play and rate my game. Just a couple of things I'd like to clear up {not trying to deny anything you said or anything like that)

The game being a direct FANF1 clone was on purpose. I was kind of trying to capture the feel of fan games like Five Nights at Sonic's. I do understand that as a side effect, the game has no identity. I think if I were to take the game a bit more seriously and expand it to a full game, I would definitely expand the mechanics and something new.

And as for the animatronics not moving, it's less a bug and more that their chances of moving are so low that no one has seen it yet (I only say this because I watched a few of my friends play it and although for most of them, no one moved, one of my friends did get to see them move around) This issue definitely wouldn't have been as prevalent if I had had the time to add at least a second night, as that would've had higher chances at movement.

I really appreciate your feedback and will keep this all in mind for my next project :)))))

I suppose that it could be worth adjusting the enemy AI throughout the night (perhaps gradually increasing the move chances a bit at certain times?) to help add a bit more difficulty during the night, rather than needing to add a second night for difficulty to appear. (That’s the system I initially used in the crappy fnaf knockoff I made, before replacing it with a different system that has a bit more player impact in how quickly the difficulty rises, but the ‘increasing AI at certain times’ system was still good enough to work reasonably well in FNAF 1).

Anywho, on an unrelated note, about the (now removed) webgl build of the game: Does any of your code use the System.Threading namespace? A few months ago, I kinda found out in a slightly awkward way that webgl builds refuse to work even if there’s a simple using System.Threading; anywhere in the code, so, if you did want to get the game working via webgl, you might want to try refactoring out any of that stuff (if present).