Game
Toilet Night

1 year ago

Update on Toilet Night's development

(still can't believe I'm posting an update on a joke game)


Traits

As already mentioned on the games page, the game has a trait system that lets you choose an upgrade after completing each session/hour. Just like a rogue-like game. I'm still working on this trait system and already added 3 different upgrades which are fully functional.

  • "Comfy Toilet" Trait: Increases your toilet meter filling speed.

  • "Antidepressants" Trait: Makes your anxiety increase slower when the lights are out.

  • "CFL" Trait: The light makes less noise so you can hear important things more clearly, such as footsteps.

And I'm planning to add more traits in the future.


A tablet? Camera? Radar?

Currently, the gameplay relies on 2 things:

  • Listening (to footsteps)

  • Quick reflexes (to repel the patrol bot)

I wanna add a third aspect to the gameplay loop because, in its current state, the game isn't very challenging. And yet boring. So to fix this I decided to add a visual thing to keep track on in the gameplay loop. A tablet. Or a radar. Or a camera. Idk just something visual. I'll think about the actual game mechanics later.

Here's how it looks in the game (the bright green part is the screen, which is empty for now):

screenshot_2.png

Its model and animations are complete. Just gotta figure out what the heck it actually does.



3 comments

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i have no idea

Tablet mechanics are almost done.

Toilet jumpscare.

Rarity. (I will do some nerd talk in the article)

Working on the menu.

I couldn't go fishing irl sooo

(ignore the invisible player on the boat)

more fish

render test (not my model)

a much needed feature