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One Night Near Duck III's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio (Music and Sound) | #44 | 1.967 | 2.036 |
| Narrative | #48 | 1.449 | 1.500 |
| Interpretation of the Theme | #48 | 1.760 | 1.821 |
| Art Direction | #50 | 1.656 | 1.714 |
| Gameplay | #50 | 1.311 | 1.357 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Cyan-Greg
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Comments
As others have said, the lack of clear direction on what to do makes it hard to really get into. There might be more fun gameplay later, but the lack of instruction and feedback make it hard to reach there. Next time, would probably be good to do some early playtesting to figure out what to polish (I wonder how it would've come out if you had a little more time!) Good job on finishing, that's nothing to slouch at.
I'm not a big fan for fnaf :3
Good effort for a FNAF-like game but unfortunately I couldn't work out how to play, I kept losing to the dark green guy and couldn't find how to stop him after he appeared.
As a suggestion for future jams, I've found that having even a short description of how to play and what the controls are on the description of your Itch.io game can help out a lot. Keep at it!
thanks for the advice :
a neat beginner game i'll be honest it's not good but for a beginner it's enough
Nice little FNaF-inspired project! ^^ I was a little bit confused when I ran it, as it wasn’t immediately clear what the objective was. I think a little bit of introduction (even just on the submission page) would be very valuable.
Thanks for participating in the jam! This is a cute little submission ^^
I imagine there won't be a lot of feedback here, but I'll explain why just incase, it's clear what this is inspired by, and it got a smile from myself. I will encourage attempting to add functionality to the game such as, a restart/retry button on the "game over" screen. also part of what fnaf did to alert it's players to their mistake, was saving the "jumpscares" for a return to the main view, showing the player that the threat came from that view, and not from the cameras directly. Notoriously the original foxy was triggered to jumpscare when you looked at the hallway camera, that also gave you a chance to react before getting game over'd
I'm sure it doesn't need to be said, but the background photos don't seem to give much context to where or when danger is coming, or if the information they hold is even relevant? try to have a clear indication of the urgency of information, and also how it correlates to actions the player needs to take. Fnaf solved this by the cameras being tied to a "map" and closeness to the "office" was the urgency, and the action taken related to the "side" the threat was seen. however you don't have to follow that formula, you could find other ways to indicate urgency, and ways to indicate what action needs to be taken, for a game jam I would actually encourage just popping onto the screen "go to the shock screen!" or "leave the cameras!" to give a quick indication of what needs to be done, without even needing to tweak the behavior of the game.
Anyways, thank you for making this! thank you for joining the jam! your game made me smile, and at the end of the day, that's what counts!
I got scared D:
- Goose