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A topic by Poppu created Jun 30, 2022 Views: 3,579 Replies: 34
Viewing posts 21 to 26 of 26 · Previous page · First page

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

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Despite a couple of frustrating moments I’ve experienced during some of the gameplay and the interviews, I thought this was a nice little experience.

The roster was pretty decent and some of the mechanics each of the characters brought to the table provided some interesting ways in figuring out what to do and how to deal with them.


In regards to the jump scare sounds, it’s a massive improvement over the jump scare sound in the first game. Don’t get me wrong, I still enjoy the first game, but having the same jump scare  sound effect with every character kind of gets a bit repetitive upon repeated viewings and losses.

If I had to make a suggestion for the next “Five Nights with Fatties” installment, maybe tone down the amount of vore characters a little bit. I have nothing against anyone who enjoys vore, it’s just that a lot of the game overs in this game have been a little too vore heavy.

I wanna preface this by saying that I have very much enjoyed the game so far, and I give endless praise to those who put it together. However, these are some critiques that I feel that I should bring up.

Firstly, I'll address actual bugs and glitches.  For the first interview segment, the hitbox for the vibrating area you need to click is way too unforgiving. There are times where the audio straight up peaked but for some reason the spot I had clicked did not work, and have found it to be extremely difficult to beat as such. As well as the first interview segment, all of the others immediately skipped the post death screen (which showed up for about 4 - 5 frames) and sent me back to the title screen.  The night 4 interview was completely broken, or very unclear as to what you need to do. After the contract appears, the sound of a pen signing plays, and then I immediately die. I don't know if this is bugged, or I'm missing something, but either way the instructions are poorly communicated. For Miss Suki's mechanics, the fact that you need to switch cameras in order to enter a correct combination a second time feels like an oversight. If I'm wrong, then that could be demonstrated slightly better (overall not that big of a deal though.) When the streamer is not given enough attention, the technical difficulties screen replaces the images for every camera (again, unsure if this is intentional or not.)

Secondly, gameplay that I had problems with. The night 2 interview was extremely confusing, and it took me multiple deaths to figure out what I was meant to do or why I died. For the night 3 interview, there really should've been an audio que or something to indicate that the mirror was about to do something, rather than it just being trial and error. For the night 5 shift, it was extremely unclear what I was supposed to do for the duration of the interview, even after completing it. Within the nights, Crucia is an absolute pushover. The idea of her hiding somewhere in the building and having to use the cameras to find her is interesting, but in my gameplay experience she only ever appeared in 2 different cameras. The ventilation cameras also feel very unnecessary, the audio que is enough to let you know that you need to check it. Other than those things, there's quite a lot of mechanics to juggle in the later nights, it's definitely doable, just incredibly hard.

Thirdly, the voice acting. I'm sorry that there's no nice way to say this, but whoever voice acting for the cassette tape interview in the first night's interview segment, and the recorded audio for night 5 were just awful.  Poor annunciation, and badly acted. In the same vain as voice acting, almost all of the phone calls are extremely lackluster. The night one and two calls are good, they do a decent job of talking about the setting, explaining the threats, and what you need to do about them. But from then on, it feels like it only serves purpose to say "Hey, these are the new guys. Bye." It helps keep things brief, but it doesn't smoothly explain the mechanics and breaks immersion.

Now, I'm not only going to leave negative things, because as I said before, I enjoy this game a lot, and it does do a lot right.

Firstly, the interview segments that are functional are amazing. Aside from how finicky the first one is, the rest of the ones that work are really creative. 

Secondly, the nightly gameplay is REALLY good. All of the mechanics work super well, and have enough intricacies to feel like you're not going through the motions with every encounter, which even the regular FNAF games don't always do right. The different mixups from all the characters help keep you on your toes and thinking and paying attention.  Every character behaves differently and has their own exploitable weaknesses that are very well explained, and the way that almost every character can be deterred in some when they're actually in your office, while being an amazing idea, also does an amazing job at  mitigating the difficulty that comes with the large cast. And even with those that aren't as easily preventable, I have never felt that it was the game's fault that I died. Though like I said, the cast is A LOT and it is still very easy to die.

Overall, despite its flaws, I found this game fantastic and I hope these things can be improved. Aside from the issues listed, I feel confident saying that this is among the best FNAF fan games.

I love the game! I enjoy the different characters and how they attack. I do wish that there was more inflation content, another character other than Suki to inflate the player. That being said I do enjoy the way Suki puff kisses the player. I just wish that Suki's game over screen was longer, it's a great video and it being cut short takes away from the best part. 

Overall I can see that this game is a labor of love and attention. I can't wait for the third game, at least I hope there is a third game!

Big fan of the game, very well made with high quality animations. Was curious when the gallery update will be available

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Wow, this game seriously need Closed-Captioning~ Its making the game hard to get into, having to turn up and down the volume to hear wtf I'm supposed to do.
If this is something y'all refuse to implement, how about a non-verbal tutorial please L-L

Viewing posts 21 to 26 of 26 · Previous page · First page