Comments (7)
https://www.deviantart.com/buisnesskittyyt credit me. The fredbear model is my work.
I would love to help with the development. Here is my discord:malperen0
What happened to awaiting shift?
I've played both of the "Red Nights" games in the series (so far, at least) and I do think there is a lot you could improve on. If you want to make a decent fangame, keep reading and I'll say what's wrong with each of the games and how you can fix them. One quick thing I want to say though is to not take anything here personally, I simply just want to help you see what your doing wrong, but sometimes when I'm acting like a critic I can come across as harsh, so keep in mind I mean well.
First off, The camera's in these games have no use at all. You CAN use them to check where Fredbear and Springbonnie are, but the unique sounds cues you gave them make it too easy to just time how many moves each of them has taken, and actually makes it so you don't even need the door lights.
Secondly, the Ai and RNG isn't that good. The Ai just goes to the same rooms on loop, which again makes the SFX timing strategy I mentioned even possible in the first place, and additionally takes away from the challenge. And as for the RNG, the animatronics can either be at your door for 3 in-game hours or 5 seconds, and one time Springbonnie jumpscared me the second he moved to the door so it just comes off as either too boring or too unfair - not good for ANY game in general.
The final note I'll leave you with is the games mechanics and assets - I'll give you a pass on re-used music and SFX because that part doesn't really matter to me, but the main problem is this: Red Nights (1) is FNaF 1 but a lot easier, and Red Nights WH is FNaC with a light (you even reused the door button from that game for the light, which the green button would of been better for). The games don't seem to have any unique mechanics, and there's no need to ever use the camera. If you want ideas for mechanics, you could ask your followers on the game page or get inspiration from other horror series. One example from the top of my head (that you can use if you want) is giving the cams a battery. If it goes to 0%, there's a power surge and the player is vunerable (though it would have to deplete faster as the nights go on to challenge the player). This gives the player a reason to use the Cams in the first place, and you should have something like this for every mechanic so they HAVE to be used by the player. Also the phone calls in the first game, while having an acceptable VA (you I'm guessing) have horrible writing. It just feels so last-minute and out of place for a FNaF related story.
One more thing I want to say is that I think this series has a lot of potential. I really like you models and the locations, especially these new unique versions of Fredbear and Springbonnie from WH, but your games lack mechanical uniqueness, skill "balancing" and fairness. If I was you, I would reboot this series with "welcome home" and add a few new mechanics to differentiate from Candy's and other fan games. I think you have a lot of potential to make a hit fangame, but it's generally just about making it stand out. I hope you take something from this, and I'll follow the series in the hopes of seeing you make a memorable series like those from the Fazverse initiative. Good luck
Red Nights: Welcome Home is the 2nd game of Red Nights.
Information for now
Red Night's: Welcome Home takes place way back in 1986, making you be in the original diner. Springbonnie and Fredbear look a bit different from the "first" time you saw them with their new style and their masks.
Red Nights Wh DEMO is inspired by:
Five Nights at Candy's (Heavily)
Five Nights at Freddy's
Those Nights at Rachel's
One Night at Gina's
POPGOES
Posters ingame are not by me. (like the fredbear diner ones)
Everything I used that isnt mine!! Credits
Audio from Fnac
sprites
Models (By Torres and Buisness Kitty on Deviantart)
Under Construction.