Game
Last Week At Silly's

24 days ago

LWAS DEVLOG 6!! (I NEED OPINIONS)


I found out how to use articles!! I don't have to bow to a character limit anymore.

Anyway, I've finished alot of stuff since the last devlog:

  • The CAM System

  • The UTILITY System

  • Hall Flashes

  • Game Over Screen

  • 6 AM Screen

The CAM System:

screenshot_2025-10-19_160757.png

Pretty self-explanatory. Your standard FNaF camera system, with buttons and stuff like that. Though it's still a bit bare-bones right now. Not much I can say here. lol

The UTILITY System:

screenshot_2025-10-19_161348.png

The part I want some opinions on, as I haven't seen this type of gameplay used in a FNaF fangame before.

Let me explain:

Characters spawn at a given part of the map, sliding slowly to your office. They can be fast, slow, take the short or long path, anything.

Tools are little gadgets you can drag anywhere on the map, with each having their own use case. There are only 2 of them in this screenshot but I have more I plan to add.

The basic gameplay loop for this is the following: Check threats on the utility map -> place tools in the right spots for them to work on the specified characters -> repeat.

That's awfully not informative enough but that's the only way to explain it since this part is so early in development LOL. If you want a way to imagine it think about card-based strategy games (e.g Clash Royale) where you place cards (in this case tools) to counter threats, with each having their own use case.

My question is this: Do you think this can fit into FNaF gameplay without being too confusing or out of place? I personally am actively trying to make it as charming and understandable as possible, but I feel like it might still be too confusing for some people. So yea, I just wanna see if this is something I should be pioneering or switch out entirely.

Hall Flashes:

screenshot_2025-10-19_165539.png

It's pretty much a charge-up mechanic: you can either tap shift to do a small flash, or charge it up for a Super-Flash, which will be the counter to some of the characters in the future.

Game Over Screen:

screenshot_2025-10-19_165844.png

Game over screen I spent way too much time making the effects for but I can't show them because I can't put videos here, bummer

6 AM Screen:

screenshot_2025-10-19_170157.png

Ditto from the Game Over Screen section but this one looks better as a still image arghghghghghghgh



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Last Week At Silly's Devlog No. 4:

Made room props collideable, NPC dialogue, and some other stuff behind the scenes to make this section run smoother. I will be done with this part for now, I most likely will move on to the nightshift segment now.

Ladies and gents, allow me to present THE SILLY'S CAST!

I've seen some people doing this so I thought why not do my version. Hope y'all like it!

Sidenote: These are gameplay characters only. If there is enough demand, I will make one for the others too.

Game going good so far

idk what to tease so have this

The Poopet

Last Week At Silly's Devlog No. 3:

Started work on a topdown section, which takes place after you finish stuff in the tycoon. Here you can talk to NPCs and interact with the environment. I didn't implement either yet, this is just a demo for the devlog.

Fix Fredbear

Last Week at Silly's Devlog No. 5:

Lo and behold, The Office! I know it barely has anything right now, but this is the best I can muster up, as I'm getting busier by the day with schoolwork. Thought this would do a good demo tho nonetheless.

4 cameras remain to makeee

this one is my personal fav from all the ones I showcased

They need you. 🐥

Overcomplicated character of the year award goes to this girlie methinks