Game
Five Nights at Candy's Scare Stare
7 years ago

Realizations... (This is a long Devlog)


I’ve come to realise some ‘flaws’ that affected the original Five Nights at Candy’s 3: Scare Stare game and will affect this game as well.

These flaws are out of my control and cannot be fixed unless I completly change the game, which I do not want to do as I would like the gameplay to be as close as possible to what was described by Emil Macko in the human expo.

Take note that although I have discovered these flaws whilst programming,

I will NOT be cancelling the reboot of Five Nights at Candy’s 3: Scare Stare

I am still very keen to work on this, but this devlog should explain why the game won’t be ‘perfect’.

1. The game just isn’t that scary
This was the major component to why this concept was scrapped from the original Five Nights at Candy’s 3. It’s very hard to make this game scary. The monsters movements are too predictable and each time they do a ‘mini’ jump scare it completely demolishes the tension and therefore demoralizes the ‘actual’ jump scare. For this newer version, I’ve changed some things in order for it to be scarier (it is a horror game after all), examples including:

  • More randomized movements

  • Different, louder jump scare sounds

  • Rarer ‘mini’ jumpscares

  • Flickering effect (for tension)

But thus, it is incredibly difficult for this game to be as frightening as the previous entries. I will keep trying however, but the main reason to download this game would be for the game play and not the scares.

2. The Difficulty
The original Five Nights at Candy’s 3: Scare Stare was very easy to complete, and now I know why.
There isn’t that much of a unique way to play this game, as in there isn’t that many tactics to use as the game play literally consists of just holding your mouse between a monsters eyes instead of having choices like in other FNaF games that the player can decide. An example of this are the FNaF doors or the FNaC3 Tape player, the player has the ability to choose what time they close a door or start/stop the tap player, whereas in this game you have no choice: You must always follow the monsters with your cursor. This leads to a problem: there is a specific point where the game is impossible for human reflexes, but just under that point when the level is possible it becomes fairly easy. Lengthening the time to complete a level may work, and it will also mean that you will complete the game less quickly (quickly completing the game is another problem after all) but then the game becomes boring and I feel like a solid minute is a perfect amount of time for a level.

3. The Purpose
There isn’t really an explanation for the game play, like, why are the monsters acting the way they are and why aren’t they just immediately attacking? The simplest explanation is that they are just nightmares but that doesn’t explain why they act so differently from other nights in FNaC3. There is also no purpose for this game either, as Five Nights at Candy’s 3 was the end and therefore ended the plot of FNaC. I struggled to find plot points for the original FNaC3:SS and so for this reboot I’ve decided that there is actually going to be a separate FNaC plot instead of just random bits of filler story to bridge the gaps of FNaC3 and FNaC. The basic plot is that you’ve remembered something, something so disturbing that the nightmares have returned stronger and more powerful. They are now rotten and infected, and you must find the cause of the nightmares and the disease they have aquired.

And so that ends this devlog, it was a long one, but I just wanted to reveal why the game may not be that ‘perfect’. Just remember, this was a scrapped concept, so it didn’t work in the first place. I’m just making this game for fun and don’t expect it to be a canon entry to the FNaC series.

-Dan81e



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