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tjkfox

8
Posts
A member registered Sep 18, 2022

Recent community posts

Red Ari is essentially Red Light, Green Light.  If you are looking at her on the camera she won't move, if you aren't looking at her she will start moving.  She starts at the long hallway and works her way through center stage and eventually the right hallway to your office.  The door does not stop her, you have to keep her at bay throughout the night by constantly looking at her.

Sticky notes are in the office.  You should see three of them on the wall right in front of you, the order of the colors is the code for the fuse box.


The robot will either be in Niles restaurant (the room with the microwave) or in the Center stage.


Misty (the shark girl) will charge you if you are spamming the doll.  If you are going to spam it to restock your sanity close your left door first, this will prevent her from being able to get in however she will still charge you.


Things can spiral very quickly so you have to do your best to prioritize and stay on top of things.  If you have two girls at your doors just spam your sanity back to full and check one broken item at a time before closing out and refilling sanity.

Honestly I think the most punishing part with the plushie is how slow the cameras pan.  The longer it takes the camera to pan from left to right the more sanity you lose and the more sanity you lose the longer it takes to swap cameras making things just snowball so quickly.


Otherwise I think it is a fine mechanic.  Maybe make it so it can't be stolen while below a certain threshold or something but I don't know if that's necessary.  Or maybe could try to come up with a mechanic where the player can get one of the girls (probably Maddie or Ari) to return it to them when they stop in but that comes with a cost.

Okay finally made it through all five nights.  The gameplay is SOOOOOO much better than it ever was in the past.  Very much like the increased difficulty, I actually have to do stuff now instead of sit in the office and twiddle my thumbs until something happens.  Obviously lots of stuff to improve on but a really great framework as it currently stands.


Definitely a better explanation of how each of the girls mechanics works.  Honestly I kind of like the ambiguity of what you're supposed to do for each as it makes it a bit of a puzzle but some of them there is either no hint or it's very tough to find/obscure. I noticed that, at least for Maddie, her's is hidden in the posters on the wall which is a very cool idea but without any indication that you should be looking at those I would probably never have noticed it.  Also helps that I was already familiar with the mechanic from the previous version.

Does anyone have instructions/advice on how to automate recipes that require a food source as an ingredient in an oven?  I'm trying to automate Grilled Cheese but can't figure out how to make it so the butter is used as an ingredient and not a food source.  It works for awhile as the butter won't go in as fuel while the oven has more than half of its fuel but once it gets lower than that it starts using the butter as a fuel source and stops the automation.  I can't constantly put butter in as it will eventually overflow the ovens ingredient spaces and I can't get the rest of the ingredients in.

I just wanted to chime in that I really enjoy this game and agree with the suggestions in this thread.  Its a very simple but enjoyable concept for a game and honestly the core gameplay is very solid and just needs a few tweaks as mentioned from this thread.  The way the game seems programmed customers won't order any breast milk unless you have a lot stocked up meaning you don't really ever need to worry about it which seems alittle bit of a let down given the main draw of this game is milking the girl.  Maybe putting a timer on the customers before they leave and you lost happiness with the girl?  Then make more of them require the breast milk so you need to make sure you have a stockpile of it without going overboard and upsetting the barista.


I also agree that purchasing more ingredients makes the game more difficult without adding much benefit.  As it stands the main way it seems you fail state is by screwing up orders and letting the barista overfill on milk, which purchasing more ingredients doesn't really help prevent but instead speeds up this process as the drinks get more complex to make.  Maybe an overall timer needs to be introduced that if the girl hasn't gotten enough size upgrades at a certain point she leaves?  This way you're forced to try and make money fast to get those upgrades?


I think those are the main things gameplay wise that need to be looked at otherwise I think the core gameplay loop is pretty great.  The other additions would be bigger sizes for the girl with increased difficulty, other girls to serve as barista with different traits that could affect gameplay, and more outfit options.  But I'm sure all of these are already in mind so I just wanna say you guys have done great so far and I'm excited to see what comes later!

My guy this game isn't hard at all.  Grab the fuse box from the Staff room at the start of everyrun in case power goes out.  From there just cycle through one task then run back to the office and reset all of the girls timers then go back to one task.  Don't try to speed run all of the tasks at once, you have a lot of time to get them all done.  The important thing is not letting any of the girls get out cause once you do your pretty much fucked from there since the map is so small and they tend to congregate in the main hall where you have to go to do all of your tasks.


Buy the syringes and you'll have infinite sprint making things even easier.

So after playing both the old and new version I wanted to give my feedback of the game as a whole.  The TLDR is that it's far too reactive and boring.


In both the old version of the game and the new you can go the entire night without looking at the camera except when absolutely necessary.  I went the full 12 nights in the new version only going into the cameras to fix anything that broke, to shut Manny's door, or to recover my stuff animal.  These are all things that you just sit and wait to happen and react to which personally is kind of boring.  Thanks to the audio queues you never have to watch the cameras to make sure nothing is broken/Manny's door is open.  You can if you want but you don't really get anything for doing so.  In addition since the girls always come to the windows first before there is a risk of them entering you never have to be concerned about taking your eyes off the hallways because you'll always have a buffer period to back out of whatever you're doing and close the doors.  I never feel like I'm at risk of doing anything because of this.  If I see any of the girls standing the hallway?  Who cares, they won't do anything without first coming to the window.


All that is to say that the game allows far to much reactive play that it becomes the player sitting in the office just waiting for something to happen as opposed to requiring the player to stay on top of things so the night doesn't spiral out of control.


The other issue that I can't tell if it's intentional or a bug is that a some of the minigames seem to not overlap/remove the girls from the windows.  Niles hypnosis, Poppi's jack in the box, and Manny showing up all seem to remove the girls from the window preventing any kind of spiraling difficulty.  For example; if there are girls at both windows and two different systems are broken having Manny show up is a blessing because it seemingly removes the girls from the window effectively bailing me out.


All in all in seems like the game is missing a core mechanic that requires the player to be proactive with all of the mechanics that are already in the game serving as roadblocks/speed bumps meant to impede the player from accomplishing the core mechanic.  It sounds like from a previous reply this may be what Ari is going to server as which I hope so.  Personally I think the Nightclub version was the direction that the game should go, a proactive element (actively keeping an eye on each generator to ensure Sammy doesn't break them) with reactive elements meant to impede this task (Niles/Maddie showing up, the color of the lights needing to be swapped, needing to periodically check a different system to prevent the gem from being stolen).