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In a world where video games often entertain us for hours on end, only a rare few have the power to truly touch our souls and leave an indelible mark on our lives. Camping with Springtrap is undeniably one of those remarkable experiences that transcends the boundaries of entertainment, venturing into the realm of life-changing impact.

From the very moment I picked up the controller, I was transported into a universe that defied conventions and explored the infinite possibilities of storytelling and gameplay. The game's narrative was a captivating symphony of emotions, seamlessly interweaving gripping drama with heartwarming moments of connection. The characters felt like old friends, each with their unique personalities and struggles that mirrored our own human complexities. As I journeyed with them through triumphs and trials, I found myself not just playing a game, but immersing myself in a profound tale of self-discovery and growth.

But what truly sets Camping with Springtrap apart is its innovative gameplay mechanics. The developers ingeniously crafted a world that shifted and morphed as I navigated through it, blurring the lines between reality and imagination. Every puzzle, every challenge was a metaphor for the obstacles we face in life, encouraging us to think creatively and persevere even when faced with seemingly insurmountable odds. The feeling of accomplishment after overcoming these obstacles translated beyond the screen, empowering me to tackle my own challenges with renewed vigor.

The visual and auditory facets of the game were nothing short of breathtaking. The artistry and attention to detail were evident in every pixel, while the soundtrack evoked emotions that ranged from euphoria to contemplation. The synergy between gameplay and aesthetics was nothing less than magical, conjuring an experience that was as visually captivating as it was emotionally evocative.

But perhaps the most remarkable aspect of Camping with Springtrap is how it didn't end when I put down the controller. Its impact lingered, urging me to reflect on the choices I make, the paths I take, and the connections I forge. It reminded me that life is an intricate tapestry of experiences, and just like in the game, embracing change and stepping into the unknown can lead to the most rewarding discoveries.

In a landscape inundated with titles vying for our attention, Camping with Springtrap stands tall as a beacon of artistic brilliance and emotional resonance. It has redefined what a video game can be, inviting players not just to have fun, but to introspect, evolve, and uncover the extraordinary within themselves. This game is not just a masterpiece; it's a testament to the transformative power of interactive storytelling. If you're seeking an experience that will touch your heart, expand your horizons, and leave an everlasting impression, Camping with Springtrap is an absolute must-play.

This game is a FNaF fan game but the animatronics don't hunt you. You hunt them.

You will play as springtrap and shoot everything you see with guns and gadgets you pick up during your adventure or... massacre.

The game is currently being developed and is still in the Alpha stage.

CURRENT GAME VERSION "V0.5 (Alpha)"

Credits

Made by: Crackteam

Director

@WSTFL

Co-director

@Me_i_guess

Programmer

@Jaydanson

#fangame #horror #action #survival #shooter #adventure #indie #arcade #fnaf



teen
Cartoon Violence
Fantasy Violence
Animated Bloodshed
Alcohol Use
Drug Use
Tobacco Reference
Suggestive Themes
Strong Language
Mature Humor

POLL RESULTS

The first test version of Camping With Springtrap will be published when there are 2 functioning enemies and 2 working guns.

This test version will be in the "V0.15 (Pre-Alpha)" update.

I'll try to do my best to work a lot on the game!

V0.09(Pre - Alpha)

Yeeaaaa the Desert Eagle is finally in the game!!! (with some minor bugs that will be fixed soon!)

-Added the dessert eagle (and pickup function)

-Made a burst fire function for the deagle

-Removed fist weapon

V0.08(Pre - Alpha)

Endo AI update

-Added basic walk/run/idle animations for the Endo

-Added melee attack move for the Endo

-Added chase player AI for the Endo

-Created multiple Endo spawnpoints

-Replaced Endo animation skeleton rig to an IK - rig

V0.07(Pre - Alpha)

-Added shitpistol shoot animation

-Added jetpacc sounds

-Fixed a bug where that the fist and pistol animations wouldn’t work

-Fixed several minor bugs like random code having an error for no reason

The next update (V0.07 Pre - Alpha) will still take a few days.

The next few updates will add the following stuff:

Jetpack/pistol sounds, endoskeleton spawnpoints, more animations, small bug fixes, a better AI for the endo and some other things...

V0.06(Pre-Alpha)

-Made the gun shoot projectiles (in a good way)

-Added shitpistol shoot sound

V0.05(Pre-Alpha)

-Made a basic roam AI for the endo (not sure if I'll keep this)

-Made a basic health system for Springtrap

-Springtrap can now die

-The Great Old One can die

V0.04(Pre-Alpha)

-Shitpistol can shoot line tracers (hitscan)

-Added the Endoskeleton (first enemy)

-Made a health system for the Endo

-Tracers can damage and kill Ed the Endo

V0.03(Pre-Alpha)

-Shitpistol can be picked up

-Improved jetpack fly code (hell)

-Gained the ability to slide

-Added pistol walk animation

V0.02(Pre-Apha)

-Added jetpack

-Gained ability to pick up the jetpack

-Added jetpack flying

-Added jetpack dash

-Added a very basic jetpack HUD