Game
My Favorite, Five Nati Slop!

18 hours ago

"Kept you waiting, huh?" - Rigid Cobra or something like that.

Figured that since it is THE Five Nati day I might as well make another one of these, especially considering the progress made since the last one.


Hello again, everyone, time to show off what's been going on in the slightly bigger gap than was the norm since the last post til this one, although for this devlog I won't be giving a day-by-day play-by-play of development as I frankly could not be bothered to keep track.


First order of business, and the frankly less exciting part:

We've now got a menu and progression and shit!

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As you can see here, this menu is a smidge atypical from the usual FNaTI menus, and other than to show off how much of a special little snowflake this game is, this decision has been made to accommodate for that thing in the middle right there.

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While painfully placeholder right now, this is the night select screen! Despite in all honesty being made this way more for my own convenience, this can also serve for yours!... Probably? I mean who really replays earlier nights of FNaF fangames after beating them once? Regardless, this is most likely gonna be how I make menus from now on.

( Don't mind Finale right there, I'm sure it's nothing ;) )

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Some of the more in-between night stuff has been finished as well, some in more finished states than others, and sure, this is kinda singlehandedly the least interesting part of the game, but this also means that, as I've said above, the game's progression now actually exists, so after nearly a month the game can, in fact, be played, crazy.

Despite this however, at the time of writing this there is not a single character with an active AI in any night, probably should get on that.


Now, onto the topic of gameplay and characters, which again, has some spoilers if you for some reason care that much about a game titled 'My Favorite, Five Nati Slop!'

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If you've taken a peep at the gamepage between the last post and now you may have noticed I had updated two of the images, (which are already are outdated again, but I can't be bothered to change them twice) now having a slightly changed map to show that in this game specifically Cam5 links directly to Cam6, and the latter cannot be entered through Cam2.

You may have also noticed a certain photo-camera-button shaped elephant in the room that needs addressing.

In the spirit of having this game be a conglomeration of FNaTI mechanics violently crammed down a blender, and because of a certain green thing named after a time telling device's old mechanic not being particularly interactive nor as strategic as I hoped, I've decided to add Oblitus Casa's camera flash mechanic into the mix, just for even a little more variety in character shenanigans. And on that:


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Hourglass (reworked): Starts in Cam7, approaching, flash it to send it back a stage, letting it leave the roof will quickly lead to a death.

Now you aren't necessarily forced to have the cams on 7 the entire time, wowzer.

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Impure Mouse: After a certain amount of camera flips, she'll appear, quickly shut off the lights and don't turn them on until she starts to leave, the higher the difficulty, the less time to react.

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Undying: Starts in Cam2, approaching, once he leaves he'll shortly there after appear in the office, hide under the desk. However, for as long as he's looking at you, the Undying-O-Meter will raise, letting it fill up means instant death, and it never goes down, be quick or hide in advance.

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MickMick: What if I made Oblitus Casa MickMick but opposite?

He starts in Cam4 and goes to Cam6 to enter your office, the camera flash lures him - both backwards and forwards I must add, although he cannot enter Cams 3 or 7 - letting him leave Cam6 means instant death. Oh, and don't flash the light on him directly, he really doesn't like it.

This isn't MOTHER for the record, she's still dead.

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You can't hide forever.


And those are all of the main night characters done! There was one more, but after a bit of consideration I decided I'd gatekeep him and turn him into one of them Custom Night exclusives that all games like these gotta have.

All of this means that as stated on the devlog image, around a generous 70 or so percent of the (main) game is done, I just need to add in the extras, last secret Custom Night freaks and work on Finale, which, I admit, may or may not actually be something.

I won't be doing the latter for quite a bit, though, as it will be quite a bit of an undertaking, as well as the fact that there is a particular post game side-thing I've been painfully eager to work on since I decided I'd add it in a couple days ago that I wanna get to first, and also there being a certain something starting later this month that may or may not obliterate my game-making productivity for a month, that being said, chair in Spanish, bye!


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How odd.



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Next up

Random test shitpost made after a few weeks of technical difficulties turned next game I'm developing, welcome one and all to My Favorite, Five Nati Slop! more on it later.

Since trying to schedule 7 posts at once proved wildly unhelpful, I may as well post a regular devlog like a regular developer, sigh.

(Open article)

Frankly, I've been sitting on my ass doing nothing for the past few days. Max mode rn feels a bit too simple. Meanwhile, I have fully implemented the ability to actually die, so here's a showcase of Disembodied's 'jumpscare' and the game over screen.

The Poopet

I've made a lot of touch ups to the current suits' AIs and now the game is a lot less painfully boring, more tangible progress should be coming soon. (Added game over tips for the hell of it, say hi to The Rat.)

Five New-Fangled Nights is out now!!!

Wonder why you were ever called Hourglass out of all things... anyway- Alien Michael over here's finished. Article for mechanic and an update. (spoilers if you care)

The creatures of Dr. Victor Cosmostein.

Happy Halloween!!! 🎃

(Teaser poster by @Zeph_Mations )

Mweheheheheh...