Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Cano Lathra

46
Posts
36
Following
A member registered Dec 24, 2020

Recent community posts

Runs just fine on my hardware, but where are the keyboard controls? I checked options, and started the first night, and neither show the keyboard controls.

(1 edit)

I did guess the last digit. Good to know that's all that is there.

As for Meh, I have talked to every NPC I've rescued, done all of their side quests, and exhausted the dialogue available to me. Is it an existing piece of dialogue that I already went through but need to go through again?


EDIT: I went back through and redid everyone's dialogue and found the required information. Thanks for the hint!

For some reason, I cannot interact with the terminal located in Product Testing B. I also have checked everything I could find but haven't found the data that Meh needs.

(1 edit)

MAJOR SPOILERS, DON'T READ IF YOU HAVEN'T COMPLETED VERSION 17!!!















Is this far enough to make it collapse by default? I hope so. I wish this text box had spoiler options (or if it does, that it made them obvious).





||I don't buy that we are the ones who caused the outbreak on the island, for two reasons: 1, the tent encounter, and 2, the sleeping guy. It makes no sense that we could infect one person, and then in the time it takes us to walk to the next area two other persons not even near the person we infected are already infected themselves. My theories: either the island was already infected (and the leader was refusing us because Someone was controlling them), or the giant rock Levi threw at the island served as an infection vector. We know the virus can work fast once you are exposed to it, but if the military had actually been as dedicated to preventing an outbreak as they claimed to be, then the infection would still need to spread either person-to-person or in the air, and neither of those explain what we saw on the island.||

Does anything happen with the claw machine, or is it just an infinite loop of messages chosen at random?

I think just removing the enemy's ability to inflict confusion would make it okay. It would still be a difficult fight, especially with Janet's best defensive option and most consistent offense option (blind and poison) being unavailable, but it would at least be possible. 

I would say that any time a fight is solo, CC effects probably shouldn't be inflicted on the player character because without teammates there's no counterplay. You either are lucky and don't get CCd or you are unlucky and probably die. With teammates you can heal or status cleanse the CCd character as a counterplay, but that's not present in solo fights.

Can't wait to add in (or see someone else add in) an Agape Cock Ring

Can I just say, the Janet-only fight is bullshit? The enemy is immune to both blind and poison, making half of her kit unusable, it deals way too much damage for not having a tank character present, and if it happens to proc confusion then you just lose the fight no matter what. I have tried this thing multiple times, and every time I wind up getting confusion and dying with no counterplay.

(1 edit)

Clicking "save game" freezes the game, forcing a reset. but only sometimes? it's inconsistent

I would suggest that the reward per baby be capped at some value, while the passive income have a cost that increases with every purchase. Even if it is just +1 cost per level, it would prevent the run-away growth that's possible. And capping the value per baby is just for logical consistency: no matter how healthy the baby is, it doesn't make any sense that someone would pay 10k each when they start out at so much less than that.

As it is, I spent all of my cash from the first birth on passive income, continued to level that until it was decently high, then spent the rest on baby value until the second birth, then immediately dumped all of the cash from that birth into guaranteed embryos, spent all of my passive income during the third pregnancy upgrading baby value, and then got so much money from the 3rd birth that I saw no reason to keep playing, as it would take a few minutes to spend all of the cash I got from that birth.

Quite fun, and definitely something there, but it needs a balance pass.

Air Slime conversion to Air Jelly is not working, and Honey Slimes are dropping Honey Jelly directly instead of dropping Honey Slime.

To transfer a save file you may need to go to your AppData. When transferring the save, make sure you also transfer your settings too otherwise it may not work.

I personally find it fascinating that you use an encrypted settings file (or at least a settings file that is not a .json as it claims to be) that verifies the authenticity of the save file through some sort of checksum, but didn't encrypt the .exe file. I wasn't quite able to figure out exactly which script does it, but I was able to see that every time the program writes to the save file it also writes to the settings file. Nifty trick to prevent save file manipulation, shame it overwrites itself on load when mismatched because I get the feeling a fair number of players are going to have just enough computer knowledge to know how to find the save file and not enough reading comprehension to know they need the settings file as well.

How does one get past the last trap in the revamped cellar? I'm on touch controls, and no matter what I try I get burned and sent back.

The windows version will require WinRAR or another such RAR file program. I personally suggest 7zip.

Most of the bugs do not really detract from the gameplay. The only major one is the no enemies bug in endless, but that's the endgame so you can still complete the entire story without running into it. Other than that, just use Succubi/Demons instead of Imps to defend against flyers and you won't run into any real issues with bugs.

it's been 3 years and 12 days, I can afford to wait another 29 days. Glad to see that its still in dev and can't wait to see what's new

I might have to try this strategy on night 6, as trying to stall Foxy with the cameras never seems to work for me and just drains my power even faster.

That's good to know. Shame there's no timer like there is for UCN. Would make a lot of the timing aspects a lot easier to test.

That's almost the same time as the original (8:55). Good to know.

This was also true in FNAF1, though I think the exact timing was a bit shorter.

Overall, some good stuff. I'll add it to my post.

Nevermind, I finally found them.

Where are the saves for this game stored? I am going to be doing a fresh OS install to fix some computer issues and have been backing up my save data for all of my games but I can't find the saves for this game. They aren't in the game's own folder, and they don't seem to be in .AppData either.

(2 edits)

so, after extensive testing I've figured out a list of mechanical differences between this game and the original that might help some people who knew the original really well be better at this game

Original FNAF:
vs
FuzzBoobs:

Bonnie and Chica create footsteps whenever they enter the hallway or an attached location
vs
Bonnie and Chica only create footsteps when they move into attack position at your doors

Foxy has 4 movement stages before attacking and his movement can be stalled by looking at any camera for 1 second
vs
Foxy has 3 movement stages before attacking and can only be stalled by looking at her specific camera for at least a few seconds (despite testing I still can't figure out an exact value for this)

Freddy can have his movement temporarily stalled on his way to your office by looking at him on the cameras after he moves, but the timing is tight. After he gets to Camera 4B he can be stalled indefinitely by never moving away from that camera (he will still be stalled even when the monitors are down)
vs
Freddy cannot have her movement slowed in any way. She will always move at scheduled times depending on her aggression level for that night and will attack a short while after laughing outside of the office (attack timing also seems to be tied to aggression level)

Golden Freddy can be dismissed from your office by pulling up the monitor
vs
Golden Freddy can only be dismissed by pulling up your monitor and changing the current camera

Freddy has to move to the space outside your door to attack you. If you manage to stall him in a spot before he can get to your door, or if his AI does not bring him to your door, he can never attack
vs
When active, Freddy will always be at your office at 5AM no matter what her AI level is.

The duration of one night is 8 minutes, 55 seconds
vs
The duration of one night is 8 minutes, 35 seconds

If I missed anything please let me know and I will add it to the list.

Thank you, the walk-thru was very helpful. I actually got the stretchy bra the very next fight after I found the recipe that uses it. Still haven't gotten a lot of fairy dust, though. And being able to target-farm certain enemies would certainly make farming materials a lot less annoying.

Is there something I'm missing, or do the items Fairy Dust and whatever the third item for the Goblin is just have ridiculously low drop rates? I've gone as far as getting over 100 combo and getting as many of the energy symbols as possible when I fight those enemies but I've only gotten fairy dust once, and have never gotten the third item in the Goblin loot table.
And are there specific codes that can be used to fight specific enemies in the room with the 4 switches, or does it just summon a random enemy when you enter the wrong code?
And is the tea set not possible to complete in the demo? I've got all of the parts except for the plate and the pot, but have no recipes or drop locations for those two items.

Anyone want to give some hints for obtaining Holy abilities? I've donated way too much to the church, unlocked all of the permanent buffs from the church, but still can't figure out how to get any Holy skills.

This is not Blackjack. This is a sad imitation of Blackjack that feels like someone was told the barest basics of Blackjack and they attempted to create a game from it. I understand not bothering with more complicated aspects like insurance, splitting or double down, but at the very least it should be accurate to how a basic game of Blackjack is played.

  1. In real Blackjack, an Ace is either a 1 or an 11, depending on what is more advantageous to the hand. Imagine my surprise when, after being dealt an ace and a 3, I hit, got a 9, and lost.
  2. In real Blackjack, all players are dealt two cards, and then the dealer is dealt two cards, one face-down, one face-up. Since this game only has one player and the dealer, this could be simplified to the player being dealt two face-up cards and the dealer one face-down and one face-up.

Also, I have no idea what sort of algorithm is determining the cards, but it seems to be a bit unfair. In my first attempt, I was dealt a starting total of 12 or 16 more than 50% of the time, resulting in a very fast loss. The dealer also got blackjack 3 times and 21 a total of 6 times. I, however, only got 21 once, and only saw an ace 2 times, none of which were blackjack.

Overall, not impressed.

Can't say for sure about other browsers, but on Firefox the web version wound up having a memory leak, it almost crashed my computer despite having 32GB of RAM.

Simple gerrymandering, really. If a dedicated group has a single thing to vote for, even if they are a minority, they will win if the majority's vote is spread across multiple options.

So, I tried spending at least 3 seconds on foxy each camflip and she still attacked me before 1AM. I would spend 3 seconds on her then 3 seconds with the cams down. anything more than that and I would drain power too quickly. So at this point I have no idea what I'm doing wrong.

I believe they are referring to the easter egg golden Freddy that appears if you click on Freddy's boobs too many times on the poster in your office, not the poster that randomly shows up in the closet and spawns golden Freddy.

I was already only using sound for both Chica and Bonnie, and only using the cams on Freddy when I had lost track of which position she was at, but I didn't know that there was a minimum camera uptime requirement to prevent Foxy from moving. That is very much different from the original game, so I wasn't expecting it. Thank you.

(1 edit)

so how exactly does Foxy work in this game? because in the original, any usage of the camera in any location for any amount of time would disable Foxy's movement for a random amount of time between ~0.83 and ~16 seconds, but in this game I could swear that I was using my camera more than often enough and Foxy would still get out and attack. It especially feels like you have to specifically look at Foxy instead of using any camera, and it also feels like there is a minimum amount of time you must look at that camera to prevent her from advancing. combined with her having 1 fewer attack stages before escaping compared to the original and the possibility of Bonnie disabling the camera, it's very unfun to play against her. I've had runs on night 6 (where I am still stuck despite my best efforts) where she attacks before it is even 1 AM despite constantly monitoring her because Bonnie decides to disable that camera repeatedly. So understanding exactly how this version works would be very helpful.

I'm pretty sure they mean checking if she's left, not if she's there. As far as I can tell, no, there is no way to tell if Bonnie has left yet besides seeing her on a camera feed, which is annoying.

You can always emulate an Android on a PC. The best emulators let you imitate specific android devices to test hardware requirements, but even the most basic emulator will tell you if the app works or not.

(1 edit)

With the changes coming with an update to the framework, and since you say you are specifically reworking Freddy and Foxy, will you be changing them to behave more like their original counterparts (Foxy only cares about any cam usage not just their camera, and Freddy can't move as long as the camera is on them), or do you have other plans in mind? Because as it is right now, the standard 20/20 mode strategy from the original does not work in this game, which is fine, but does make Foxy and Freddy much more unfair.

I'm a bit lost in the White Apples quest. I'm in the cave but I can't figure out how to unlock the locked door, and my only option seems to be to leave the dungeon and get the neutral or bad end for that questline. What am I missing? I feel like I've checked every single corner of the map and still haven't found anything.

oh, it's printer colors. I was thinking standard red/yellow/blue, which makes colors like cyan tertiary colors (blue + blue + yellow). but if it's printer colors then I think I can get the hang of it, just have to remember how they work again. but thank you for re-posting the sheet. I'll probably download this so I can have it in another window when I need it.

(1 edit)

Can someone please create a chart or something to explain how the color combination system works? I can understand primary and secondary colors just fine, but my colorblindness starts kicking in around the tertiary color level, making it impossible for me to tell what is going on with the colors. so a chart explaining how the colors interact (i.e. combine shard w with pellet x will result in shard y (and pellet z for some combinations). I'm finding the game incredibly unfun whenever the color combination system comes into play due to my colorblindness.

download 7zip instead. it's free and can unzip most archive files, including .rar files

I cannot figure out how to unlock the final character. Am I supposed to use a specific set of foods? Am I supposed to get a sufficiently long combo? Am I supposed to do this on a specific challenge mode? The clue is just a bit too vague for me to understand. The rest were easy to understand, as they specifically called out the specific mechanic that was needed, whether it be a challenge mode, a character requirement, or other unlock condition, but I just cannot interpret this last one.

use purple to destroy the golem, then create yellow before combining with blue to create white