Game
Jone & Friends: Mega Collection (non-profit)

2 days ago

Jone & Friends: Back in the Past will not continue development.


Yes, I know, it got a lot of people excited, but one thing is certain: I'm not very motivated to develop it, despite the number of projects I have in mind. What's more, the way I have to code and model the characters to the letter, as well as the idea I had for the lore, are putting me off.


Jone & Friends: Back in the Past is a kind of remake of the 2020 game, itself inspired by One Week at Mario's (a little, I don't know). With a Sonic Boom universe.

In the first game, you play as Silver (as in the original). The action takes place at Meh Burger, but long before the one we know from the Sonic Boom series. This restaurant has more than 9 characters. There's Jone, Rouge, Sticks, Luna, Prototype Jone, Prototype Rouge, Proto-Bat, Exorcque, and Inspiration. Their mechanics are the same as in the original, with the exception of Proto-Bat, who had never appeared before (except once in 2021). The mechanics are a mix of version 1 and version 2, with a few new features.

Night 1: Rouge moves between the two doors, but can appear in the door frames. To avoid her attack, you must close the door to prevent her from striking.

Night 2: Sticks moves between the two doors, but unlike Rouge, she never appears in the door frames. You must close the door immediatly to prevent her from striking.

Night 3: Luna has a faster way to attack you. She goes through the ventilation shaft on the left side of the map, near her spawn point, to get behind you. Close the ventilation shaft connected to her attack path, then send her back to her corner.

Night 4: Prototype Jone and Prototype Rouge.

Prototype Jone aims to move around and position himself in one of these windows in front. Based on the mechanics I've been able to figure out, he can kill instantly using light. To make him leave, don't turn on your flashlight if you "hear" him coming through the left or right window.

Prototype Rouge works like Luna, but moves more to the right. Close the ventilation shaft that allows her to unaccess her attack path.

Night 5: Proto-Bat
Proto-bat moves freely around the facility. Closing a door allows him to wait until you reopen it or until the main generator runs out. The only way to make him leave is to reboot him so that he returns to his spawn point. (P.S.: Once in a corridor, there is no way to reboot him.)

Night 6: Jone

Jone is the leader of the gang and has reverse mechanics compared to his Prototype model. For some unknown reason, he is very sensitive to light. If he ever stands by a window, illuminate him using the window corresponding to his attack.

Night 7: Exorcque

he has his own unique mechanics that set he aparts from his peers. he can teleport anywhere. Over time, he will become faster. Watch where he is so you can defend yourself effectively.

And for Inspiration

his mechanics don't matter much, because he works like Golden Freddy.

What I had planned for night 7: was to bring back all the threats you faced during the previous six nights, until Exorcque arrived at 2 a.m. The goal was to destroy the facility, the generators, and the other animatronics. You have a lantern that allows you to stay alive, because once you're in the dark, it's game over. Tap the lantern to keep it lit. The doors will remain accessible, but cannot be recharged because the maintenance panel is destroyed. You will therefore have to conserve your energy until the remaining six hours (from 12 a.m. to 8 a.m.).

At the end of Night 7, Silver finally escaped. Exorcque, meanwhile, is hiding in the rubble without revealing his location. Silver is indeed still alive. This means he could be reincarnated in the second installment.

I take advantage of showing the models and their comparisons:

comparison_jone.png
comparison_rouge.png
comparison_sticks.png
comparison_luna.png
comparison_proto-bat.png
exorcque.png
inspiration.png

I did not include the other prototypes (Jone and Rouge) because I am not satisfied with their design.

Also don't forget the teasers I included in.

capture_dcran_2025-09-02_232501.png
capture_dcran_2025-09-29_184802.png
capture_dcran_2025-11-22_012714.png

Using a Game Gear as a monitor was never a bad idea, and using a box as a panel.

A/D to close the left or Right door
S to pull up/down the monitor
F to use flashlight


Jone & Friends 2: Back in the Past

The second installment got me more hyped than the first one. The idea I had for the game is way more interesting than you might think. Remember the episode of Sonic Boom where Amy starts her own restaurant? Well, that's where the second installment takes place. In the second episode, we hear nothing more about Dave the intern, who is missing. We'll come back to that later. Remember that we're playing Silver for the second time. No, we're not playing Blaze on this one. As in the first game (and as in all the games in the series), we play for 7 nights, from 8 p.m. to 8 a.m. I have absolutely no idea about the mechanics, but I had the idea of randomly bugging a camera until the end of the night. The animatronics are the same as in 2020, but a little different. Two of them don't have the same name (Zack and Lucy, for reasons that are difficult to explain for @Jone-lacorffe ).

Here are the models:

capture_dcran_2026-01-08_050750.png
capture_dcran_2026-01-08_050844.png

There is also an unfinished design that generates a lot of hype for @Jone-lacorffe : Jone-Trap

capture_dcran_2026-01-08_050938.png

And so as not to give away too many details, I'll just say that Dave the intern is Jone-Trap. For his design, I planned to put the “Eggman Industries” logo on him to show that it was Eggman himself who designed this prototype and that he killed an innocent character to control it. After night 7, Silver dies because of Jone-Trap (Dave the intern). Silver tries to escape from Amy's house, but the doors are blocked, giving Jone-Trap the advantage to throw an axe at his head. What happened next? Will Blaze find out? Will the island be destroyed? Will Sonic, Jone, and his friends be there to save them? We don't know, because that's where I stopped.

There's another reason why I'm canceling Back in the Past. First of all, what's the point of remaking the original when there's a reboot that's much better and more interesting than the original? Secondly, it would serve absolutely no purpose, and finally, it would be even more boring to do, even if you're the only one working on the project.

Once again, I'm sorry, but being a developer isn't that simple. We do our best for a game that may either work for some people on the Internet or be made for fun, etc.


After all, the 2020 version may seem outdated and meaningless... But what if I told you that I'm replacing Back in the Past with the Original 2020 as Deluxe Chronicles?

capture_dcran_2026-01-06_131327.png

Stay tunned and don't forget to join: https://gamejolt.com/c/friendsareeternal-ha5xxk



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