Why do all the comments have downvotes? Is someone being salty about something?
Xiketic
Recent community posts
Honestly, its fine if mechanic descriptions are a bit vague and unclear BUT only if they are easy to figure out through trial and error. If it takes a long time to learn independently, then it is a problem. Sammy64 was one such problem. She came to the door so fast that it took me many runs to even realize you could see her on the cameras, and then more trial and error to learn she could enter any door. The Nile on that same arcade stage gave me similar issues, as it was not clear that I needed to either click on her EXACTLY twice, or click on her once while the meter was increasing, which again, I wasn't able to even catch happening until quite a few runs went by. Another issue I had was Arcade Poppi's game. I would generally cancel out of the arcade mini-games after beating them to get back to the cameras faster, and it seems like you have to wait just a little bit longer on Poppi's game specifically or it won't give you credit for finishing it. Figuring out the claw-machine took me a little longer than it probably should have as well, so I wouldn't mind some clearer instruction on the machine for how to control it.
Personally, I have fun even while I'm frustrated, as it just makes the satisfaction of passing a level even better, but I imagine most people were a bit less pleased than me. Overall, I think the difficulty is fine (Though I did notice those couple spikes) its mostly just the clarity issue that gets in the way of progress.
Also, Hearing the phones ringing drove me absolutely nuts after playing the game for quite a while. It would be nice if the one in the bar(?) room didn't start ringing every time, forcing you to listen to the message again lest be tormented by the endless ringing.
I still don't know what all the tokens do even after a small amount of testing. I figure they would be really important for a 80/20 kinda mode, which is a really cool design, but due to the high corruption cost, I have basically ignored them thus far, mostly just trying to avoid accidentally clicking on them. I do use the level down one sometimes, but event that is rare for me, and that's fine honestly.
Oh, and last note for now, but finding our friendly trashcan hacker's spawn locations was something I struggled to learn, took quite a while to figure out which locations she could spawn and where on the camera you could see her, mostly because I had to focus on more pressing tasks. I don't think its too unfair necessarily, but maybe highlight her trashcan on the camera if she's been sticking around for an excessive amount of time.
Legitimately just such a fun game. It's crazy how many changes have taken place over the course of development, and while I do still miss some of the old versions (looking at you squeaky toy, fueling my adhd and desire to minmax resources), you guys consistently show great design sense, so I'm always looking forwards to see what's next for the game.
As a tryhard myself, I am particularly excited this time around ;)
Any plans on limiting a player's ability to sprint away from danger? I like the fantasy of getting chased down, and its pretty much a free escape unless you accidentally run towards more danger with the game's current design.
I think a stamina meter could work if implemented correctly, but it isn't perfect. There is the potential issue of a stamina system making cross-map exploration feel worse, but if you made it so that the player's stamina limit increases via cuddling with wildlife and climbing mountains to activate beacons, it would essentially be a temporary nerf that only reduces early game rates of exploration, and may actually have the benefit of making the world feel bigger and more immersive. You could also make it so that if a predator has spotted and is chasing you, you get a "panic" debuff that makes you burn through stamina faster, so that the stamina system could be generous enough not to overly impact world traversal, while fulfilling its purpose of making predators more intimidating. I do like that this proposed system would essentially balance itself, since a player having difficulty escaping danger would increase their max stamina faster by failing to escape.
I am quite aware that I have a bias towards horror games and games with high difficulty, so I don't know if any of this would even fit your vision for the game, and I'm not trying to tell you what to do, but I figured I'd bring it up for conversation. It could always be a toggle-able feature, but at the same time, putting that much work into a feature that people might just ignore wouldn't be the best use of design time overall.
Curious what everyone thinks.
Fun game, it has the appropriate scaling fantasy of a proper roguelike. I got a Mousemop with damage reflect, lifesteal, and full heal on takedown, alongside a Charcub that had temporary invincibility and buffed teammates every time in bumped into anything. Just dumped all my gold into hp for the unkillable Mousemop :)
I've play a sizable buttload of suika-likes, and this one definitely has the bounciest physics. Well made game though. Didn't realize there was a nudge button until after I completed my first run (2707 victory) and used a translator . Pretty novel concept for a mechanic, yet surprised I haven't seen it before. Could be a cool special ability in a multiplayer puzzle battler suika -like maybe.
Yeah, no "one size fits all" with this type of thing, and gameplay is definitely the priority. Plus, there are plenty of ways to get that same intensity without applying advanced camera work, by using tools like screen shake, lighting, music, etc. No doubt you guys will make your game the best it can be, keep up the good work.
The zoomed in camera does make everything seem bigger and more intense, but wasn't very practical from a gameplay perspective. Would need a lot of camera adjustments to perfect, and idk if that's worth that much effort for 1 room. (zooming out for certain attacks, or based on distance from boss, etc.)
The Fnaf Killer thing was mostly a joke, but it is cool to see the gameplay improvements and design choices they make :P. (besides, fnaf already has the rule 34 covered.) Jumpscare thing does depend on how much work it would be, and what they are prioritizing, but considering it is an nsfw game, it seems a valid thing to put effort into. Interesting point on bringing up them standing outside the doors, I hadn't given that much though. Maybe its necessary since, unlike fnaf 1, you don't have the light switches, but it might be interesting to have them stay in the hallway for longer, and cut the time spent near the doors in half, That could incentivize players to spend more time in the screens preparing for cycles and less of their focus on simply reacting. There should be a right balanced where you don't feel caught totally off-guard, but are also surprised to see them if you weren't properly prepared and expecting them.
Not positive that this is how things work, because I didn't play this demo for all that long, but it would be nice if the pink moon didn't time skip to morning and end immediately after being caught and engaging in plapping activities, especially since it wasn't until the very end of my testing that I actually got one.
One thing that I always wish horror games like fnaf had was variable jumpscares, and there's probably an optimal way to do it.
They always have less impact after a few losses, so maybe the first jumpscare is always guaranteed to be set to default, but with each progressive jumpscare, the chances of getting a different scene increase, so that by 2-4 times of losing to a character, you get a second scene. Perhaps there is another even rarer scene that only happens 1 in 30 times to really catch you off guard, and can only becomes a possibility after you have gotten all the other scenes at least once or twice. If a player loses once, they might not necessarily lose to that same mistake again, but if a player is losing multiple times, they are probably going to continue struggling, so it makes sense to have scenes get progressively more rare.
Anyways, I've thought about stuff like this alot. Just another potential reason that In-heat will objectively be the fnaf-killer of all time.
The photo ranking system still feels a bit random to me. Sometimes I'll take 2 nearly identical photos with significantly different ranks.
I think part of my general difficulty in getting high ranking photos is that I'm used to looking at photos in terms of artistic composition as compared to what I assume is more of a straightforwards scientific/ecological perspective that values clarity of subject over most else, but even aside from that I have a hard time figuring out what precisely the system is looking for.