Game
LCD FNaF


27 days ago

V1.0.2 Changelog

- Changed static assets to be Halloween themed during October

(Screenshot above)

- Added a new trophy for opening the game in October




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V1.0.4 Changelog

- Hotfix for a major visual bug where you could drag objects around

LCD FNaF - The official low-budget Trailer

Play here

>>gamejolt.com/games/LCD-FNaF/1001601<<

(Not affiliated with Scott Cawthon)

Coding progress so far - a basic menu that will be fixed later and custom night settings

(I was a bit slowed down today fixing more stuff in LCD FNaF 1)

Something I forgot to show yesterday is the different background for Custom Shift

I made the background a more burnt colour inspired by the pizzeria burning down in the canon ending of FNaF 6

"This is where their story ends"

LCD FNaF 6 now in development. Link below

gamejolt.com/games/LCD-FNaF-6/1002408

V1.1.6 Changelog

- Nerfed Chica & Bonnie, buffed Foxy - all to be closer to the original game

(Now Chica & Bonnie can't kill you until you switch to camera mode, and Foxy can kill you whenever.)

- Doors can't be toggled if in camera mode

V1.1.4 Changelog

- Added an option to switch between 6 or 9 minute nights after some feedback

(The animatronics will also move a bit quicker on 6 minute nights besides Freddy who I kept the same because of his shorter 3 second timer)

Making good progress in terms of assets at the moment. Here's some images from the game

The office

The custom shift menu

and the (incomplete) title screen

I made a take on the FNaF 1 animatronics for a fangame I'm considering making, and thought I'd share them for fun.

I call them the 'Recalled' animatronics (except Golden Freddy who I call 'Rotted Freddy')

Besides a small insta-kill glitch when starting the night again after losing a life and luring animatronics with the Audio Lure, the movement is implemented.

It was a lot easier than I made it out to be in my head...

(They'll be a lot slower in-game)