Hi everyone, it's been a couple of days since I first launched the update and the reception so far has been very positive, which is great news! First of just want to say thank you to everyone for checking out the game and giving it a chance. It's been very motivating seeing how much everyone has enjoyed the changes and I hope to carry that over to FNAF 2 when the time comes!
Next, I just want to say thanks for 300K page views! I never imagined this would be my most popular title but here we are. Almost exactly on the 10th anniversary too, which is pretty neat! As much as I would love to have FNAF 2 SCN ready by its anniversary, I have other bigger plans in mind so it'll have to wait for now.
I've also been keeping a close eye on potential bugfixes, and a 2.0.1 is currently being worked on to fix stuff. As of writing, no balancing is being considered so its very likely that the gameplay is finalized which is definitely a first for me (I was thinking once it went public that balancing would be more of an issue but it turned out great somehow).
However, one of the things that was brought to my attention is that the Hyper Mode changelist is broken and isn't viewable at the moment. This obviously is gonna get fixed (dunno how it happened), but I figured that it might also be a good idea to put together a more comprehensive list of changes here just so its more clear whats different. Some stuff is obvious while other stuff isn't, so this should be helpful in that regard.
With that, here's the big list of stuff that's unique to Hyper:
Most obvious thing is the scrolling has been changed. It uses the parallax scrolling instead of the classic mouse movement to help keep up with the pace of the night.
Power is readjusted obviously. The base game adjusts power automatically based on the amount of characters present, however Hyper doesn't do this and uses a different mechanic to balance the power. More on that later...
Door's close and open faster, and the camera opens and closes faster as well.
Lights are now a click and hold instead of a toggle, like how they are in FNAF 2.
Door's can now be toggled while the cameras are open still through the keybinds. Not for obvious reasons you can't do this in Classic Mode.
Lot's of character specific changes. These can be found by just hovering over the character portraits with the mode enabled.
And finally...The Fan returns. This time the way it works has been reworked from the original version. Much like before, toggling the fan off disables the passive power drain that exists throughout the night. This obviously helps to save power in more intense situations, however the catch is that the hotter it gets, the more aggressive the characters around you get. Every 10 degrees, the modifier for character's speeds is increased by x0.2. For example, at 60-70 the modifier is x1.0, then 70-80 is x1.2, and so on.
However...there's very good reason why you shouldn't let the temperature hit 100. Once the temperature reaches 100, the characters essentially whats been dubbed "hell mode". An extra modifier is added to everyone, and certain characters even get special buffs as well (Bonnie/Chica's footsteps are now inaudible, Foxy/Fredbear are frozen for less time, and Golden Freddy...well, you kinda have to see it to believe it). This is my answer to ensure that you aren't able to simply cheese the nights with Hyper enabled by just letting the fan off and dealing with whatever is coming. This doesn't make the game completely impossible though, but it definitely makes it on the verge.
There does technically exist the challenge of "Hellish HYPER SHOWDOWN" which is simply just turning the fan off at the start and trying to beat it that way, however as far as I know its probably completely unreasonable to ever be beaten. Besides, I'm not really considering it an official challenge, and there is no reward for beating it (avoiding a Perfect Cacophony situation this time). The mode technically exists, but it's purposefully unfun so I don't really recommend doing it, HYPER SHOWDOWN is good enough. :)
And that's about it really. Again, thanks for the support on this release and I'll be sure to keep this game stable and supported as long as it needs to. Soon i'll be finishing up 1.1.6 on SL SCN and then...well time can only tell. Just know big things are happening behind the scenes.
Okay I'm cutting off this wall of text now. Happy 10th anniversary everyone! :D
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