
Comments (10)
I'm not going to sugarcoat it, I don't think this game has a solid structure the way it is now.
You start in an office, where the only things that are intractable, besides the cameras, are the mask and the clock. The clock I unknowingly destroyed and got batteries which had an unknown use and got rid of the clock. The mask, I assumed, was going to be the one and only defense against office characters. The animatronic that moves first doesn't use any of these mechanics, and instead you have to hold click on the door, which doesn't even make a sound if you click on it before this instance, so there was no way to know. The animatronic in question also was just randomly going into rooms, which is a fault of the map, which is just awful for many reasons, such as the camera outside your office being the real only camera you'd use. There was also some other guy, but he thankfully never got to my office. I was trying to listen to the phone call, but he was pretty quiet and hard to understand. Also, I hope the nights are not longer than 6 minutes.
Please consider reworking the map layout, it's really boring with cameras that are really not going to be used, and the layout overall is confusing when the main camera is the one right outside your office so it's hard to determine where animatronics will go. That is not a difficulty thing, that's just frustrating. And like I said, please add a sound for when you click the door, regardless if the guy is there or not, but even then, I'd highly suggest changing his mechanic, because it's just boring, fast, and easy to deal with.
After the night, I was graded based on power, even though that was never visible or shown as a mechanic at all, nor should it be because the cameras are the only thing thing that use it, and this would be a really boring game with power especially when there's barely anything to do in the office. Deaths were also considered for my score (at least I believe so), which I really thing is not necessary (especially on night 1). I think you could definitely pull off including something else to contribute to the score, such as some optional objectives. When it comes to tickets, I assume there's some of shop, and if there going to be a shop that affects gameplay you really gotta be careful with balancing that and not making just a bunch of boring stat boosts. If they're just cosmetic stuff, that's fine, I guess.
From what I've seen, this game doesn't seem to understand what made the good Scott games fun and well-designed. "Trial and error" was never what Scott games were about, the mechanics were always clear and the games were all about strategy and thinking long-term. But because this is only one night I only have so much to go off of in terms of gameplay. I wish you luck with this, and I hope the final game is something to write home about.
This Game Looks Peak!
Peak

Three Nights at Chappy's Demo v1

Three Nights at Chappy's is a thrilling "Five Nights at Freddy's" fan game that throws you into the chaotic and cryptic world of "Chappy's food & family entertainment".
This game attempts to Capture some of the charm and mystery of the original fnaf games created by Scott Cawthon. The game is formed around three difficult nights of trial and error as you defend yourself from three forms of the animatronic cat Chappy.
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Nearly all assets made by myself, except for a few Sfx and music.
"Five Nights at Freddy's" creator, @realscawthon
Developer Notes
This game was made in order to help he make better fnaf fangames through understanding the original more. I hope you enjoy the currently available demo, Please give feedback and notice of bugs.
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#fnaf #fangame #horror #survival