So, first of all...
Why a Nuggit's 2?
Originally, I was hesitant to make a direct sequel and opted to make a "side game" instead because I felt like a sequel HAD to out-perform the first game, like it would need to have twice the content or something. And since the first game did so much already, it would have been a daunting task. But, now I've realized that doesn't necessarily have to be the case.
Some of you may also remember that I planned to end the series after the side game On the Side. This was mostly due to how much stress I put myself under after the release of the first game, and I felt like I needed to back away. And I did back away for a good while. But, I really wanted to return to Nuggit's. I'm feeling better and am genuinely having fun working on the sequel! Y'all also made development of the first game such an amazing experience, and you really deserve another game.
Now, don't expect the game to be huge or anything, again since the first game already did so much, but Nuggit's 2 is still planned to have it's own uniqueness and surprises!
Also, part of the reason On the Side was left unfinished in the first place is due to lack of interest, it just didn't feel interesting enough for a Chikn Nuggit themed game in my opinion and I stopped enjoying the development.
Gameplay Comparison
Now, the first Nuggit's is pretty notorious for its difficulty, mostly for how much is going on. Lots of characters with a lot to their mechanics that isn't really made clear. Dynamic Mechanics that affect character AI when two of them interact. Bezel Events that suddenly change gameplay halfway through the night. Yeah...
While I am still proud of the depth I gave the mechanics compared to my other games, I really don't think I executed it well. It ended up really hurting the game experience, especially for players who aren't as familiar with FNAF style gameplay.
So, for Nuggit's 2, I plan for the initial experience to be a lot more understandable and less cluttered. Dynamics and Bezel Events will not be returning, atleast not in an initial playthrough. This time, I want the initial playthrough to be easier for everyone to enjoy, and save the harder challenges for later (y'know, like it should be). Something like Dynamic Mechanics could definitely return in a harder challenge later in the game, who knows?
The story mode of Nuggit's 2 also won't have as many nights, because 9 (10 if counting the tutorial) in the first game was a bit gratuitous. There's also planned to be less characters in an initial playthrough, again to make things more manageable. Characters will also have more simple mechanics compared to the first game.
Well, that's all I will say about Nuggit's 2 for this devlog. I'm hoping to make Nuggit's 2 a more understandable and manageable experience while keeping the nuggity charms of the first game!
I feel like I've got some neat things in store for you, so stay tuned!
HELLO I'M YOUR NEIGHBOR I'LL SEE YOU LATER




















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