This game, while interesting, feels very clunky right now. The controls and and the buttons for maneuvering menus feels unnecessarily obtuse, IE multiple buttons to confirm multiple things, sometimes it would just make more sense to just have one button to confirm things instead of 3 or more
The navigation and movement of the game feels very player antagonistic, there were so many times that I went into an area without knowing i couldn't go back or mistimed a jump that would both lead me to areas I didn't want to go to yet and forced me to continue instead of being able to backtrack and get some collectibles i missed. This is because of the way the map is created, multiple collectibles will just be out of your reach even at the beginning of the game, or if you mistime a jump once, you're forced to continue the game unless you go back to a previous save in order to attempt a single jump again, disallowing any kind backtracking or exploration if you mess up. If the players jump was extended, or if they had an extra way of increasing their Hight in the air on their own, this could fix the issue itself. And lastly for the map design is that sometimes there's just... intangible walls... or floors... and it doesn't even look like you can tell if they are or not, you'll mostly just end up finding out the hard way with them, especially with the floors, If there was a way to tell the difference between floors and walls you can pass through, I wouldn't mind it much
And lastly... I'm not sure i see the poupous of the melee attack? this isn't a major issue as it is, it doesn't feel necessarily as strong as all the other ranged options the player can get. Not sure what to suggest to fix that though sorry.
RoundKights
Recent community posts
I'm not sure the none option is really necasary considering you can turn any and all sound effects off, nor does the some option feel like a smaller amount of sfx are being used, it's more or less the normal amount from last time
Maybe have the non option be replaced with a small option that has less sound effects than some, but still has sfx
I don't think I have a good enough explanation as to why she out of all the characters is my favorite, maybe it's the fact that you get to see her a lot more than any other character in any fnaf themed game, or just we got to see a night guard with a personality for once
It makes it a bit sad for me what happens after night 6, but it also makes me question why the lock stopped her. Didn't she lock it herself? Doesn't she have a key ring with a key for it? It puzzles me how she wasn't able to get past it when she was the nightguard for the place
I just beat night 6 and have a bit of a strategy
Check the food court and Exbibit 3 cameras constantly, since they're the last cams before she enters your left and right halls. if she's on those cams, go to the respective door and close it, if you don't see her in either by the time you hear a sound, check the vent above you, don't bother with the other cameras.
You should be golden with this, but if you want, close both doors and the vent by 5am, if you do it right, you'll beat the night with this (With or without the 5am lock in)
Edit: didn't read it fully, didn't see they beat it already