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So after playing both the old and new version I wanted to give my feedback of the game as a whole.  The TLDR is that it's far too reactive and boring.


In both the old version of the game and the new you can go the entire night without looking at the camera except when absolutely necessary.  I went the full 12 nights in the new version only going into the cameras to fix anything that broke, to shut Manny's door, or to recover my stuff animal.  These are all things that you just sit and wait to happen and react to which personally is kind of boring.  Thanks to the audio queues you never have to watch the cameras to make sure nothing is broken/Manny's door is open.  You can if you want but you don't really get anything for doing so.  In addition since the girls always come to the windows first before there is a risk of them entering you never have to be concerned about taking your eyes off the hallways because you'll always have a buffer period to back out of whatever you're doing and close the doors.  I never feel like I'm at risk of doing anything because of this.  If I see any of the girls standing the hallway?  Who cares, they won't do anything without first coming to the window.


All that is to say that the game allows far to much reactive play that it becomes the player sitting in the office just waiting for something to happen as opposed to requiring the player to stay on top of things so the night doesn't spiral out of control.


The other issue that I can't tell if it's intentional or a bug is that a some of the minigames seem to not overlap/remove the girls from the windows.  Niles hypnosis, Poppi's jack in the box, and Manny showing up all seem to remove the girls from the window preventing any kind of spiraling difficulty.  For example; if there are girls at both windows and two different systems are broken having Manny show up is a blessing because it seemingly removes the girls from the window effectively bailing me out.


All in all in seems like the game is missing a core mechanic that requires the player to be proactive with all of the mechanics that are already in the game serving as roadblocks/speed bumps meant to impede the player from accomplishing the core mechanic.  It sounds like from a previous reply this may be what Ari is going to server as which I hope so.  Personally I think the Nightclub version was the direction that the game should go, a proactive element (actively keeping an eye on each generator to ensure Sammy doesn't break them) with reactive elements meant to impede this task (Niles/Maddie showing up, the color of the lights needing to be swapped, needing to periodically check a different system to prevent the gem from being stolen).