I originally wanted to give Nightmare Mallie more mechanics, but I had to scrap it in favor of having more characters active in the night, other than her.
At least you actually have to do something when hiding from her (a mechanic exclusive to her night, at that) instead of just going to a hiding spot willy-nilly, and in general Night 6 is more engaging than it was before, so maybe it's just better to leave it at that.
Thing is, Night 6 is incredibly difficult to balance. A lot of people found it hard in 1.0, and it's the reason they gave up with the game.
But I (and some other people) found it to be much more simple and easier than the previous nights, so honestly I have no idea what to do with it-
I think what I'm gonna do is just keep it in its current state (not referring to the one in 1.0) and see what everyone thinks of it once the game comes out, and see where to go with it from there.
And as you can see, the minigames have also been finished. The Hats one has been completely remade, and the other two have gotten some slight additions.
Two new ones have been added as well, for the sake of having some more story in the game, and are heavily related to the story of FNaTAS 4 Remastered (if you never saw these kids in your playthrough it's probably because they weren't in the game until one of the latest patches)
The reason there are more minigames is because the dialogue cutscenes before starting each night don't really explain all that much and can be somewhat difficult to understand. Yes, even for me.
I did want to make them more meaningful but honestly it was kind of hard with the way the story is set up, and really the only reason they're still in the game is because they were a big part of the original.
All that's left for the game to be 100% complete and ready to release are the Custom Night challenges.
I'll say right away that each of them has a unique gimmick (some more unique than others) like the ones in the Advanced games, instead of just being the same kind of gameplay but with less characters active. They also have their own twist, but that is something I won't talk about until they're all fully implemented and the next devlog is posted.
Which, speaking of the next devlog, there's a big chance it will be the last one before I announce the game's release date.
For now, I have replaced all of the outdated 1.0 screenshots in this gamepage with new ones. Check 'em out if you want
Hang in there, folks. Chances are, you will have the game in your hands soon. We're officially in the endgame.
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