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Unlike other Five Nights at Freddy's games, each run of FNAF:Final Purgatory lasts a single night. This is because of the random generation aspect of FNAF:Final Purgatory. Because it is randomly generated, there isn't really any way to make a fair and somewhat balanced multi-night system.
Thank you for the suggestion! I am no longer developing FNAF: Final Purgatory, as mentioned in the dev log, so unfortunately dread duckies will not be added to the game.
Unfortunately it is not possible to release the source code. Because the game is a fan game, and has copyrighted characters, open sourcing the game could open myself up to a bunch of legal problems I'd rather avoid.
While I have created all of the assets for FNAF:Final Purgatory myself or used assets freely available, the copyright over the intellectual property of the FNAF characters still remains and makes it a very legally grey area. Technically fan games are already in a legally grey area due to using someone else's intellectual property.
(Granted, one could argue that fan games fall under fair use, however this does not always hold up in legal cases.)
Because of this, I do not feel confident in releasing the source code.
As far as VR goes, the game isn't really setup to work with VR. It would probably be easier to rewrite the game from scratch for VR, maybe using some of the old code as reference, than try to port the existing game to VR. The game uses a lot of little techniques and tricks that would not work in VR.
For example, many of the rooms in the game have no walls behind what the player sees, including the security room. This would require all of the rooms to be redone, at least. The 3D models would also need modifying so they are consistently sized, VR controller input would need to be added, the UI would need to be made VR accessible, and a lot more.
It would just be a lot of work, and honestly you'd probably be better of making an entirely new game at that point.
Thanks for the suggestion though! I appreciate it! 🙂
Good question. I have no idea why it would be marked as a virus. The game doesn’t have any functionality that I can think of that would lead an app to consider it a virus, though maybe Unity’s automatic statistics collection stuff is causing it?
Regardless, the game shouldn’t be a virus. I don’t know what is causing it to be labeled as one though.
You mean for the Android version?
The Android download is a zip containing two APK files, the normal version and the gamma version (for older Android devices). You will need to unzip the download to access the APK flies.
What do you mean "doesn't work"?
Does it not run when you double click it? If so, did you make sure your computer has marked the Linux as an executable? You can search up "Linux <insert OS name here> mark file as executable" in a search engine like Google to find the steps necessary. On Ubuntu, I think you can mark a file as an executable by right clicking it in the file browser and there should be a checkbox that says something like "run as executable".
Edit/Side-note: Please don't down vote my replies trying to help you. It is disrespectful and makes the comments harder to find, which in turn makes it harder for people with similar problems to find the conversation(s) and potential solutions.
What platform are you using? Did you try the downloadable version? Did you get an error log of some sort?
It is hard to say what could be causing the issue without knowing more about the situation. It may be possible for you to play the game, it just might be you have the wrong download and/or there is a bug preventing the game from running.
I dunno if it is possible to beat the game on insane with all of the animatronics. I think probably not, since animatronics like Foxy and Mangled rely on the same mechanics, making multitasking between the two very difficult if not impossible.
That said, it would be very impressive if anyone could beat the game with all animatronics on insane difficulty.
Thanks for playing!
Don’t worry too much about the bread enemies, they’re toast anyway! 😆
I’m sorry, dumb joke. The bread/toast enemies are based on the enemies from BattleBlock Theater by The Behemoth. Originally they were going to come out of a toaster, but I decided to make a generic enemy spawner instead, so the toaster idea was scrapped.
While I didn't get through the audio maze/thingy, that was interesting!
It is impressive how advance the visual novel mechanics. I also really liked the ascetics of the pause screen and how it allows you to redo sections again.
The idea of using Godot's vector capabilities to reduce the file size is a great idea!
The game is fun to play and the graphics look great. I primarily only used the dynamite RC car as I found it the most effective, but it is cool that there is multiple different ways to go about getting the groundhogs (and snakes) out of the ground.
The only thing I might change is that the sounds are a tad loud, at least for my computer. Nothing I couldn't handle by changing the volume, but I thought I'd mention it.
The game looks great! Managing to fit all of this in under 2mb is really impressive!
I found the car to be a little hard to control at moderate speeds, as moving left/right would cause really large, hard to control turns that would cause me to crash into the trees. All in all though, it wasn't a huge deal and the game was a lot of fun!
This is a neat little platformer! The puzzles are challenging without being overly frustrating. The level design is great and it is obvious quite a bit of time went into designing them!
As TaliOS said, I would recommend placing more checkpoints to reduce the repetitiveness of going through the same section of the puzzle again and again when you die.
I found the game to be a little difficult, but once I got the hang of it was really fun!
It has a great arcade vibe and there is a surprising amount of content, especially for being under 2mb.
I think the reason Godot complains about the audio is because I removed the background music in the source code download because of the licensing. (I don’t know if I could include it or not)
Here's a W.I.P screen shot of what I've been working on:
(Those lines are coins spinning, I just caught the worse frame by accident!)
I'm working on a low-res platformer, but with local co-op (not online), simple AI, and the ability to choose from multiple characters because I like a challenge 😜
Thanks for making this jam xudz! It's been a lot of fun working under a limitation like this.
Hey SANSTHEPUNNY. Sorry to hear that the office is too dark. I may be able to fix the problem, but I need to know a few more things so I can better determine what the issue is.
If possible, can you take a screenshot of the game and post it either in a reply here, or on a platform like Imgur? That way I can take a look and see if it is a shader/graphics conflict with the game.
What platform are you running the game on? Are you running the game on desktop (Windows, MacOS, Linux), web (WebGL), or Mobile (Android).
If you are running the game on Android, are you running the gamma version or the normal version? Have you tried the gamma version? If you are not running the game on Android, have you tried the legacy effects? The legacy effects are slightly brighter overall, so maybe that will help.
For anyone on Itch.IO wondering, here's the Gamejolt comment: https://gamejolt.com/x/permalink/comment/2672468
Anyway, to answer your question, yes and no. I think I have discovered what the problem is, and I think I have found a way to replicate the problem on the official Android emulator.
The problem appears to be the Android devices that are not working do not support the full OpenGL ES 3.0 spec. This is a bit of a problem because I am using a linear color space in Unity so the post process effects work correctly, which requires OpenGL ES 3.0. I can compile for OpenGL ES 2.0, which should fix the problem, but I have to switch to gamma color space, meaning not only do the post process effects not work correctly, but also the game is very dark and hard to play.
I may have some solutions, but it will take a bit to work through them, especially with the holidays coming up. I'm shooting to release a bug fix version 0.5.1, sometime late December to early January. Please try to be patient until then 😉
Thanks for inquiring, and happy holidays! 🎉
Thanks jts0329, I really appreciate the feedback and compliment!
I am glad you are enjoying the game, and I will do my best to keep working on it and make it even more fun and fully featured.
I think I get what you are saying. I'll see about making the jumpscares faster, and with more threatening/rapid movement. I'll take a look at the jumpscares in FNAF 2 and 4 as reference. I will add redoing the jumpscares to my list of things to add in a future version :)
I can probably rework the jump scares. Anything in particular you feel is missing from them? I know they are not terribly scary, but if there is anything else you feel is missing I'll try to take that into consideration.
As far as the options not working, did you change the minimum and maximum animatronic count? By default the game is set to only spawn 1-3 animations at a time, but you can override this by setting the the minimum and maximum animatronic count to a higher value. You can also force it to spawn all animatronics by enabling the "No duplicate animatronics" option and setting the minimum and maximum to something like 20. That should spawn all of the animatronics.
Thanks for the suggestions supernewtonbros! I appreciate it!
While I have a general idea of what to add and how, I'm always open to any suggestions and/or other forms of feedback anyone has to offer. 🙂
I'll add adding Phantom animatronics to the list of things to add in a future update. I think the ideas are good, I'll just need to prototype and test them to see which works best with the game play and with the code base. While I cannot guarantee they will be added, I certainly do not mind giving it a short and seeing where it goes.
Okay, so I should (in theory) be able to reproduce the freeze, since I am also on Windows 10 64 bits. Thanks for letting me know, I'll look into it! And don't worry about not knowing where it was, I'm just trying to pin down what could be causing the problem. Knowing it was before the 3D stuff really helps a lot!
I have a update coming soon that fixes several smaller bugs with the game, and I fixed what I think was the problem with level 4.1, so maybe it is fixed now? I'll see if I can reproduce the freeze in the current version, and then I'll see if I can replicate the freeze in the new version.
I will look in to getting a fix, if the coming update does not already fix it. Thanks again for the help!
I will see about either making the blur not quite as strong, or add configurable blur strengths, in a future update (post jam). I will add it to my list of things to do post jam!
The blur effect is just a slightly modified version of the vignette shader found in the Godot demo repository. If I remember correctly, the shader is stored on a TextureRect in the Level_<number here> scenes.
Soon I will be releasing a update to fix a few bugs, and I will be remapping the controls (but not adding configurable controls, which will come later). Sorry to hear that it froze your computer. Do you mind telling which OS you used, and (if you know) roughly where it froze? I have a hunch that the freezing is occuring either at level 4.1 (the ‘secret’ level) or level 5 (where 3D is introduced), but that is just guessing on my part.