The FNAF Fan Game That Broke Me…

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The FNAF Fan Game That Broke Me…

Post Shift 2 is often said to be one of if not the hardest FNAF Fan Game ever released. So in this video I detail the story of how I completed it, and lost my mind along the way.

Music Used:
End credits - Karl Casey @ White Bat Audio
Legal Woes - Leon Riskin
Where Dreams Die - Leon Riskin
Thank You For Your Patience - Leon Riskin
Last Breathe - Leon Riskin
Hibernating Evil - Leon Riskin
Ennard Boss Music - Leon Riskin
Sleep No More - Leon Riskin

Timestamps:
0:00 - Intro
2:56 - Night One
9:30 - Minigame/House
12:59 - Night Two
15:47 - Minigame/House 2
16:17 - Night Three
17:48 - Part A Closing Thoughts
19:12 - Night Four
24:34 - New Minigame
25:24 - Night Five
33:27 - Night Six
48:55 - Closing Thoughts

Twitter: @PlainTrace
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Sorry for such a huge gap between videos, probably wasn't a good idea to start this project right before my wisdom teeth surgery...

Regardless though, I hope you all enjoy the video! I should be back in like a week with another fan game review, so stay tuned for that!

PlainTrace
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It's a shame there are so many gameplay flaws in this fangame. Its visuals look fantastic!

mr.gamertristan
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Regardless of the bizarre game design choices and incredibly poor communication of mechanics and threats each night, the 3D work here is incredible. Some of the best looking FnaF fan media in my opinion.

Gpixels
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I feel the dev wanted to try and make a action-packed fnaf game that isn't just sit there for 8 minutes every night. But failed in balancing and made it too difficult. Turning it into the horror version of The Impossible Game

ZyteXtrabyte
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Difficulty aside, the fact that they made that many animatronics for a fan game is insane. Absolute madman.

face
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Believe me the fact that Night 1 is usually the easiest, and the night that helps you start get used to the game mechanics ended up being the most confusing part of the game which makes it even more un logical.

colekiesler
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Scott Cawthon designing animatronic mechanics: "Uh oh! Don't make too much noise, or this guy will get you! When you see him moving, shine the flashlight to make them calm down!"
Post Shift 2 designing animatronics: "You will hear one of 30 different sound cues, each corresponding to a different location you will have to go. Once there, you have to recreate the sound it made, backwards, while reciting the national anthem of the country corresponding to the accent the initial sound cue used, and in the specific pitch determined by that country's current weather. If you do this successfully, your chance to die instantly is reduced to 50%"

erikm
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this, children, is why even indie devs need somebody around to tell them "hey maybe don't add in every single idea that pops into your head" and keep their game from making the player feel like a retail employee on black friday.

ripleyandweeds
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There was a video by Game Maker’s Toolkit about playtesting and designing difficulty. What he found that as a developer it is easy to underestimate how hard your game is, and I think that happened here.

knuckleheadwestwind
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Man I feel sorry for this guy. No one should have to endoure something like this. Mad respect! This sounds like literal hell

William_Afton___
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The creator really did not do a good job of following the "show, dont tell" principle. I do feel bad for Rjac to some extent though, because this fan game with a ton of work put into it has its reputation ruined forever. Uhyeah interviewed him and the problem was that he didnt have enough people playtest, and the insane difficulty and mechanics seemed fine because he literally made the entire game and thus knew it inside out.

benro
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Despite the absolutely unfair gameplay and rng, this game is so charming to me. Some of the mechanics are super innovative, and it looks absolutely incredible. I hope the creator isn’t too discouraged from making games in the future, because they clearly have talent.

envystar
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I think there can be a mindset among game designers of, "I need to include this thing. It creates all these cool decisions. It has all these cool interactions with the rest all the other game mechanics. It fits perfectly into the lore...."
When, as painful as it is to ditch an idea you love, sometimes it is just not worth making things painfully complicated for someone looking at the whole game for the first time.

ogic
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Post-Shift 2: the fan-game where every animatronic must be dealt with via a WarioWare microgame.

Infinite_Archive
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Man studied harder on a fan game than he did on any test ever.

silentknightm
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This game reminds me of an important thing during game development, being that you should have people that aren’t you test your game. It’s easy to get used to bad controls or the difficulty as you make it, and you won’t know how hard it is for someone who’s never played it before to play it.

Imirui
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29:04 okay but i love the idle bonnie, the way this game feels is that your character is doing their best with active animatronics and idk this part really makes it obvious, just having a decayed active animatronic still moving and even acknowledging you is so cool! specially when the character does nothing in-game

MORGUEMAW
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Actually, a robot in a hazmat suit makes more sense than you might think. Radiation can mess with the state of the transistors inside a machine, which can cause catastrophic failures or glitches if enough of the wrong ones are tripped.
It's why there were ten sets of computers on the Apollo missions, and why the astronauts brought a black and white camera instead of a color one, since simpler technology is harder to disrupt with radiation, thanks to the fewer transistors.

Now, *normally* when we set out to protect our robots from radiation, we give them a radiation shell, but if you had to use a pre-built robot to work with radiation, using a human radiation suit would be a workable, albeit ghetto as hell, solution.

Cheaper too, and knowing Fazbear inc, that's why they did it.

entothechesnautknight
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Final thoughts, this game is the sole reason why playthroughs exist. It's beautifully made, and very well fleshed out, too fleshed out. This was an attempt to make a complex and large game, while not a bad thing, condensing each mechanic this way is a bit too much, and the paragraph you have to read to even know what too do can easily turn off new players. I think if the developer wanted to make something like this again He definitely needs to lower the difficulty and increase the time at which mechanics are introduced

ceddavis
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the visuals are AMAZING, it actually made me wonder how this was a fan game.
the only issue i think this game has is with how many mechanics are stuffed together at the same time, and explaining each and every one of them to remember like a night before a test.
i think if they had changed the pacing with how much there is at once, like maybe adding the harder mechanics from each animatronic as it goes along instead of everything at once, i think it would be an amazing game that still gives you a challenge.

deadcrave