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A jam submission

Five Nights at Friday Night Funkin'View game page

Stupid crossover between Five Nights at Freddy's and Friday Night Funkin'
Submitted by Vislove_Vislife — 4 minutes, 59 seconds before the deadline
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Five Nights at Friday Night Funkin''s itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#213.3543.750
Sound#262.7953.125
Overall Bad#312.7953.125
Overall Good#342.0122.250
Overall#352.2922.563
Gameplay#371.9012.125
Modifier#400.8941.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host(+1)

This is super duper high-effort work! I absolutely love all the artwork, and it fits with the overall aesthetic of FNF really well! I love the concept of this crossover 😅 Something I would have never thought of in my life, but hey! It works! 

After successfully spending the night fending myself from the animatronics, I decided to try die and see what happens 😅 And I still fell for the jumpscare 🙈

Overall, even if there's not all that much going on yet, I can see the makings of a really interesting crossover with a very unique style! Would love to see this expanded upon! There probably some very creative avenues you can go with this!

Thanks for submitting!

Submitted

On the positive side, there’s definitely been a decent amount of effort put into the art.

However, this game just feels like it’s trying to be ‘What if FNAF 1 was Friday Night Funkin’ instead?’, rather than having its own identity, or trying to innovate on the core gameplay loop. Even if the bug that causes the characters to be unable to move was fixed, this game would still struggle to stand out against the deluge of FNAF clones that have flooded the internet in the past 8 years, as it’s literally just trying to be FNAF 1.

I would suggest taking a step back, considering how the FNF characters would be best used in a FNAF-esque scenario, and redesigning the game around that.

Considering how certain FNAF-esque games do tend to have some sort of rhythm to the ‘optimal’ sequence of actions that need to be performed in order to survive (generally boiling down to a sequence of ‘check these particular cameras, flash the torches, close the doors, Do The Funny Thing That Needs The Cameras To Be Up, wait for the character to go away’), I think that there could be potential in recontextualising that bit of implicit rhythm-action stuff into an explicit rhythm-action game (with the player closing the doors, swapping the cameras, Doing The Thing, flashing the flashlight, etc, to a particular rhythm).

Something like that would not only give this game the unique selling point it’s currently lacking, but would also deliver a much more cohesive gameplay experience, going beyond the easy-to-dismiss ‘this is just FNAF1 with different graphics and AI that doesn’t do anything’.

There’s genuine potential with the high-level concept of a FNAF-esque game with FNF characters.

But, in this state (of basically just copying FNAF 1 verbatim), that potential is just being squandered.

Developer(+1)

Thank you for taking the time to play and rate my game. Just a couple of things I'd like to clear up {not trying to deny anything you said or anything like that)

The game being a direct FANF1 clone was on purpose. I was kind of trying to capture the feel of fan games like Five Nights at Sonic's. I do understand that as a side effect, the game has no identity. I think if I were to take the game a bit more seriously and expand it to a full game, I would definitely expand the mechanics and something new.

And as for the animatronics not moving, it's less a bug and more that their chances of moving are so low that no one has seen it yet (I only say this because I watched a few of my friends play it and although for most of them, no one moved, one of my friends did get to see them move around) This issue definitely wouldn't have been as prevalent if I had had the time to add at least a second night, as that would've had higher chances at movement.

I really appreciate your feedback and will keep this all in mind for my next project :)))))

Submitted

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).

Submitted

Its very realistic as nothing moved at all