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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).