At some point in development, the game's core mechanics were planned to revolve around "generator stress"; if you were using too many devices/using devices for too long, the generator stress would increase. If you stopped using devices, the stress would slowly decrease. And power would cut off if generator stress got too high; leaving you in the dark until stress was at 0. I scrapped this idea mainly because it would have made the game revolve way too much around waiting, and wanted gameplay to be more proactive. That's all for now, I still have a lot I could potentially talk about when it comes to the development of this game; since it took 4+ years to make.
Next up
Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
If you know, you know.
WE ARE SO FROOTING BACK!!! 💖💖💖💖💖💖💖🍎🍎🍎🍎🍎
C0M3 B@(K L00K @G@1N $0M3TH1NG CH@NG3D!
Reaching the Goal #SaveJim
Testing new graphics for main night level movement buttons, any suggestions or changes I should implement? (These new textures will not affect gameplay/hitboxes, they are purely visual.)
daily pixelart day 5 !!!
lolbit
Won'tgoanywhere,leastItried... Image recovered F28,2026... Random Asset Memories... H2,2017...
2.1.0 Rebalancing patch (mainly affects hard mode) Makes hard mode easier in some spots, and harder with main night level specifically introduced characters. Should be more fun to play.
THE MAGIC HOUR | OUT NOW! (READ)
Leprechaun 2 (1994)
Hilariously dumb film











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