Having played all the way up to night 6, I think you all have done fantastic in everything you've set out to do. I love all the designs new and old, and the mechanics are a great love letter to the FNAF 'genre' while still keeping in line with the fun horny vibes of this community we take part in. XD
I honestly don't have anything to really critique or say that detracts from the game in any way. That said, I think there are a number of small tweaks which I wouldn't be surprised if you're already aware of that could elevate the experience just that smidge higher.
- The cues of the second half of interview four are a tad vague, especially if the player is not actively hovering over the contract but IS on the section of the screen that the fail state is searching for. Either making the scribbling cue louder slightly, or adding some small visual effect from the page to the cursor (such as words flying off the contract perhaps) if it's in that area could help alleviate that confusion.
- I've seen the idea of separating the music and SFX into separate volume mixers in the settings screen and while I absolutely agree with the sentiment and see why it would be helpful on the player's side of things. I wouldn't be surprised if that meant a substantially larger developmental load given the need to separate audio files with potentially new variables (I don't know what engine this was made in so I'm speaking from minor experience with Unity and Godot), however, so I wouldn't be bothered if we didn't see that in a future update.
- Regardless of the bullet point above, the 'left' and 'right' sound cues for shift six are significantly harder to hear in the mix than that of the vent. If that's intentional, no problem at all, but if not it may be beneficial to raise the volume on them specifically.
That being said, there are a few OUTSTANDING things I'd like to mention before I'm done here since they were either highlights of the experience or have struck a notable chord in my mind after sitting with it for a time.
- While some lend themselves more to it than others (and 100% not for factors of quality), I genuinely think all of the minigames have potential as full or at least 'expanded' releases in their own right. Alternatively, pared down versions of them would also be very solid as events in a "Warioware" style minigame collection title.
- In a different fashion, I think the same could be said about the interviews, albeit more so in concept of expanding the format of them as you all have executed on, but as a longer standalone piece of ebbing and flowing tension. Not sure if this point made sense, but I REALLY enjoyed the interview sections as I did everything else in the game.
- While I haven't beaten it yet, night 6 is a fantastic change of pace!
- The differences between all of the 'deaths' is really fun to see. Between inflation, stuffing, vore, energy stealing (good use of succubi), etc. you all knocked it out of the park!
I can't wait to see what comes next both to this game through updates, and other games produced by this team and its members! I've thoroughly enjoyed it and hope to produce content even half as good someday, so thanks for the motivation! XD