
Comments (63)
Hey, so I just finished the game, and I do have some thoughts about it that I wanted to share. For anyone who hasn't played through the game yet, there won't be any spoilers here.
Before I even get to the game, I gotta say that shadow dropping the game under the guise of a generic 2015 styled fnaf fan game is an interesting decision, and reading your reply to someone else's comment, I can understand why, I understand receiving criticism can be hard to handle and it can take a bit to get used to, but don't let it get to your head, when I wrote that comment on the first entry I wrote it with the intention of giving some feedback to help you improve in your game development journey. If something fails then learn from those mistakes and try again, no one's gonna be perfect. Basically I'm saying that this was not the best course of action, but we'll let that slide
With that said let's get into my thoughts on Anti-Clockwise 2.
So right off the bat, I have to say that this is a definite improvement over the first one, and I had a relatively enjoyable time with the game.
The visuals were solid, they had a interesting style to them with the more "saturated"? filter over the top. Same can be said for the character designs, they were relatively well utilized in the game both in cameras and your office.
The gameplay was decent, much more involved and engaging than the first one, although again not perfect, One feature felt kinda pointless and One mechanic felt awkward to perform but that's not to say it was bad, just kinda odd with the execution. It also started to get a bit repetitive after Night 3, when all the threats get added but I mean that's just the core problem with the fnaf forumla and there's no way around it unless you add in new things or a new threat, which I definitely feel like this game didn't need it as it would've bloated the game, when the gameplay loop was solid enough.
Also Night 5 was a pretty steep difficulty spike, when the previous nights felt pretty tame and slow, this one just kinda gave you barely any time to breathe, I felt I was under constant pressure, which it's manageable but still the balancing is a bit off.
I'm also not the biggest fan of giving gameplay tips and mechanics through text, I much rather appreciate it when games do that through gameplay or in a more natural way without breaking immersion. It also becomes hard memorizing how certain mecanics exactly work because of that. That's just a personal preference though but I'd recommend definitely looking into that with your future projects.
Having the phone calls play out during the time when the threats are active is also not the best choice as especially in Night 5 it's impossible to pay attention to. I'd have preferred it if threats were inactive during the time these phone calls last.
One of the things that happen after the night I felt were interesting at first but after like the first night, just became guessing games and ultimately I couldn't figure out.
However the final section of the game was pretty cool. I can't say more than that as that'd be going into spoiler territory, but have nothing to say on that, it was cool.
Sound design is also decent, it's very helpful during gameplay when it comes to identifying the threats which I much appreciated.
Story/Writing was kinda interesting, I definitely feel like the fluke that the first entry did with it's lack of story where it was barely present kinda harms this one, where you're clearly given answers to most likely the questions from the previous game, but since I don't know what the story was in the first one it kinda falls flat, where once again you just lack context. It has a very dark vibe to it and I wanted to know what was actually happening but ultimately that just isn't happening. At least unlike the first one, the protagonist here actually has an identity(I think?) and the story seemingly revolves around them so there was that at least.
The music was, there, from the credits and you can correct me if I'm wrong, it seems like all of it was just copyright free or royalty free stuff, which is fine, but that means that for me personally it kinda added nothing to the game and was just there, to be there, which is unfortunate. Would've appreciated some custom made music as it would've added quite a bit to the game
With all that said Anti-Clockwise 2 is a pretty decent fnaf fan game, the improvement from the first one is felt and I had a good enough time with the game. Hopefully everything I said here was helpful and seeing that this is your final Fnaf fan game, hope it has helped you and I wish you the best of luck in your future endeavours!
-Danilo Jovandic
1.Have you tested the Hard mode yourself? What is the specific function of the camera quick repair next to the light icon
2.I've been stuck for two days on the fourth night of hard mode
3.The prompt that the camera is damaged can be changed. If two toys are damaging the camera at the same time, it can only display one
I really felt the need to say how much better this game is over the first. Its still somewhat flawed but its a MAJOR step up. I still think the game is a bit easy but its not brainless and some of the ideas here are really cool! You also did much better with handling the mechanics, (almost) everything has a purpose. I do think the whole peekaboo thing could've been done better, an idea I had is maybe when you cover your eyes the whole game gets muted, and you can only see/hear when you peekaboo. And cancelling it early should just kill you, it would encourage the player to actually use the peekaboo to avoid killing themselves. Overall though this game is still REALLY GOOD even if easy.
Night Shift at Vinny's {PACKED}
Night Shift at Vinny's {UNPACKED}
Used to be a 2015 style Fnaf Fan Game.
Anti-Clockwise 2
DEVELOPED BY: @Panpaii ![]()
(3D MODELING, GAME DESIGN, PROGRAMMING, ART, WRITING, ANIMATIONS, UI/UX, VFX).
SOFTWARE USED: CLICKTEAM FUSION 2.5, VEGAS PRO, PHOTOSHOP, PHOTOMOSH, FASTSTONE, CINEMA 4D, ZBRUSH & SUBSTANCE PAINTER.
AUDIO: STOCK MUSIC & SFX PROVIDED/SOURCED FROM: FREESOUND, PIXABAY, SOUNDDOG, YOUTUBE. ALL RIGHTS BELONG TO THEIR RESPECTIVE OWNERS.
3D ASSETS: SOME FREE-TO-USE AND PAID MODELS WERE SOURCED FROM: FREE3D, TURBOSQUID, SKETCHFAB. ALL RIGHTS BELONG TO THEIR RESPECTIVE OWNERS.
VA: PHONE GUY VOICED BY: @GetBaddin
(ON GAMEJOLT). ADDITIONAL CHARACTER VOICES BY @Panpaii ![]()
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YOU CAN CHECK OUT BARK AND REPPS MODEL NOW ON SKETCHFAB.









