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(+1)

A shame that Sammy is going to be hostile just because nobody (me included) knew how she worked... Though to be fair the fact she was literary the clock wasn't clear within the singular phone call, which in my experience got cut off when the night ended before the call did. And she also can just appear right next to you during the night, which doesn't make sense if she's meant to be a living(?) clock (which doesn't make sense to me as wouldn't the closer she got to be the indication to when the night ends?).


I don't think she should be reallocated to be an enemy because her original mechanic didn't go to plan. It's rare for these types of games to have one of the... robots? Being helpful instead, maybe Sammy can help in other ways? She's the main character (I think?) so maybe she can deter some of the others from going to the office. Or going for a half-and-half idea you can call her to either door to scare off an attacker but, do it too much (or too often) and she'll attack you instead.

(+3)

Every character is planned to have a niche. Whereas Poppi is designed to be a massive threat. Others like Sammy Or Nile will have less offensive niches. Sammy's role is to tease, and toy with the player. When discussing this with the team, and looking back at the player feedback we decided we can showcase her character traits with different gameplay. 

Now you talk about assist creatures. Misty the shark will have a massive punisher for noob players. She will be a great assistant to players who learn the systems, and play the game well.