The head movement is CRAZY. Plus the fact he did the extra challenges so that meant completely redoing nights Also I commented this literally seconds after spiff commented this because I was scrolling through newest, lol
I swear the ways you deal with them feel so random. "Listen carefully. If Freddy is speaking spanish turn off the lights and clap your hands three times, but if he's speaking portuguese open your monitor and play a level of flappy bird"
“And don’t forget. If Bonnie is wearing a Sombrero, wear anything that applies to Mexican culture, shake the maracas, and eat tamales in that order. But if Bonnie decides to break out and travel to Paris, make sure to buy twelve baguettes and hand them to Foxy so Bonnie travels his way back to stall both himself and Foxy for 0.6 seconds before moving again.”
Yeah lmao it legit sometimes feel like the developer wanted to make the mechanics unique just for the sake of making it unique, without much thought or coherence put to it. Like how would the player know how to figure out 5% of the mechanics by themselves if they didn't get to read 5 pages of text before each night starts? It's completely unintuitive and unnecessarily bloated.
"Foxy is prone to seizures. So we mess with the lights and then he dies" Back in FNAF 2: *Attacks Foxy with a flashlight 20 times until he disappears.* Look what you did to Foxy.
Common issue when it comes to writing something out of passion, you write and write and write and somehow convey too much information and not enough information lol
i was gonna comment on that lmao. its prob just a generic pre-written piece of script that gets copy-pasted into the voice over script, as for most games you do only get a little bit of info. and its only really noticeable if you a, binge his vids, or b, watch this one and know enough about post-shift 2 lel
This game is the prime example of WHY YOU NEED A PLAYTESTER. The dev clearly knows everything about the game. He didn't realize that he didn't write enough information for all the other players. It is a playtester's job to tell the dev "hey there isn't enough information in here to help a player progress. Make it a bit more clear" But that didn't happen and this is the result.
There was apparently 2 playtesters, neither finished the game; and the dev just..didn't fix it? Just decided "nah it's fine" and released it as the unbalanced mess it is lol
@@JeanMarceauxyeah maybe like, instead of all these unnecessary and overly complex ways to interact with mechanics and avoid getting jumpscared, it could be simplified to a smaller location and just blocking animatronics with like a door, and checking their movements through cameras instead of knowing their entire movements. Oh wait...
The lore of this game is literally terrifying. If you start at 6 am on night 4 that implies your character played post shift 2 pre patch for 12 hours straight. Truly torture
This game is a perfect example that when designing a game, you need to have someone to keep your scope/direction in check. Or else you'll just keep adding stuff and ultimately end up with...this.
Additionally to that they also need a tester because of the lack of clearly conveyed information the creator knows everything making it really easy to miss something or forget to say something in the tutorial which caused a lot of really annoying problems because they had no one to tell them till the game released
Honestly feel bad for the developer, they clearly put a shit ton of heart into this game and despite the many flaws post shift 2 has, I genuinely think that they have a lot of potential as a developer so I hope the negative reception of post shift 2 didnt discourage them from ever trying out game development again. I really want to see more of what they have to offer. Especially if they can get proper playtesting
Yea he needs to try to not make games so convoluted. Idk why he would be discouraged when the clear problem with the game is what he refused to fix. Everyone, at least most, agree that the game’s visuals and ideas are good. He just added too much:
They could just make the walk animations shorter ig, I know it would make it slightly less realistic but if they put everything closer together it would add slight amounts of room but still make it interesting to play. It would definitely create less rng situations where you get screwed up by it.
@@fireblazenotbulgaria3053 in many cases, that's all they needed to do. Regarding Part A: having a proper phone guy to explain things to you, or a tutorial night (Night 0 so to speak), as well as having a proper positioning and introduction of mechanics (not have Baby's whole emotion thing be the first option, and instead have the drone repairs, the actually crucial mechanic for all three nights, be on top of the tablet, and have the mechanics you need for later nights only unlock when you need them) would be enough I think For Part B, since they're all single nights, maybe have them progress in a way similar to One Night at Flumpty's - starts easy and with few animatronics, then as the night progresses, more are introduced, and they get harder. I genuinely don't know how to make Night 6 work tho, unless you actually have them use the same exact mechanics you've been learning for all other animatronics on previous nights, as long as they remain easy to learn.
What’s sad is that this game had so much potential because the animatronic designs and graphics are probably one of the best I’ve seen from any FNAF Fan game. But the gameplay is just super unbalanced and hard.
@AdrianVoltz i get where you're coming from but imo part of game balancing is. accurately letting the player know what theyve gotta do. like - a well-balanced game will have (reasonable) players say "oh, that was my fault for losing. ive gotta try smth else." here its like. the player isn't told what to do in the first place, so every loss from a weird mechanic feels way worse and unfair.
>Plays Post-Shift 2 >Understands how Minater Freddy works (most people don't even during their review. Especially PlainTIme) >Gives a detailed guide on almost everything he finds. Chad Chickenninja42.
Revenant - (a person who has returned, especially supposedly from the dead.) Remnant - (a part or quantity that is left after the greater part has been used, removed, or destroyed.)
I always love the sheer contrast between the consistently edgy, pissed off and cynical live commentary and the rather calm and educative post-commentary. Good job on this one!
This game is a perfect example of trying to do too much, like having over a dozen different areas, and having all these complicated mechanics to get rid of animatronics. The best Freddy’s style games keep it simple and restrict you to only one or two areas.
this single game would have been better if it was divided in 2-3 diferent games nights 1-3 for 1 game nights 4-6 in 1 or 2 games depending why the author didnt decided to do that, beats me
This has the unholy amount of animatronics of FNAF 2, the RNG of FNAF 3, the reliance of sound cues of FNAF 4, and the ungodly difficulty and need for precision of 50/20 mode. What a game.
@@AverageMannrng aka random number generator meaning basically luck. Someone saying rng is screwing them over means they have bad luck etc. Something being up to rng is up to chance
This is my comfort video. I can’t count how many times I’ve watched it while I work on stuff. Thank you for your amazing, high quality videos. the effort put into the gameplay and editing doesn’t go unnoticed.
Samee, boring grind in games? This video. At work? This video. Looking for a video to fall asleep to when I want to stay up but know I gotta sleep? This video
I tried this game myself (pre-patch). It is literally impossible to put to words how EXTREMELY unfair and unforgiving this game is. Like i actually do not know how to put it to words, it is just completely unfair in so many different ways. I honestly wonder if the devs even play tested it. They must've seen how just abnormally difficult this is.
Watch uhyeah’s video on the game, there’s an interview with the developer and how he went about the creation of the game, and discusses game mechanics and the flaws and stuff. It’s a good watch, check it out if you want
like telling a wheelchair bound person they have to run in the Olympics in 1 year and get 1st place or they will die, without them having the ability to see, hear, or sense of touch
Post shift 2 is an example of someone hating the Doors mechanic or simple game design. By giving each animatronic in each night their own dedicated door with mechanics that contradict each other because of RNG. If 2 animatronics on the opposite ends of a map decide to attack its GG get better RNG. With some mechanics being hidden by a secret secret baby monitor add on that isn’t told to the player.
Dev thought difficulty and being convoluted equalled good game design and didn't get that fnaf's appeal, or e.g. soulsborne games, games famous for their difficulty, relied on very simple instructions you then had to master. Not everything being as obtuse, convoluted and tedious as possible on top of being hard to master.
Yeah, I heard they finally listened to the huge amounts of negative feedback and fixed the game, I'm glad for that. Doesn't change that it required that since he didn't listen to QA testers beforehand and the whole game reeks/reeked of feature creep and complexity addiction. I actually hope the dev makes another game and shows off they learned from their mistakes and the feedback next time.@@ThatBeenuxGuy
I think the glitched attraction is similar enough to be put in the "nearly everyone has unique mechanic" boat, but it is done well and doesn't give you nausea
Or just cut out the animations in general after the first time you see them. That is the reoccurring theme I've been seeing. And to add on to that, I feel like having one animatronic active at a time only would be great as well. Makes those bigger levels easier to manage. So you don't have Bonnie pop in at the same time Foxy or Chica do.
1:06:26 One of my absolute favorite things about this channel are the difference between ChickenNinja's calm, methodical explanations and how absolutely unhinged he is during the random attempt moments. I was dying of laughter for a few solid minutes after watching this scene for the first time. xD
I imagine the problem only got worse as each employee saw what they had to deal with, went 'fuck that', and left. Each person who leaves piles more chaos on whatever poor soul is left, until you end up with the absolute *BULLSHIT* of that final night. Like, _jesus christ_
@@NewspaperZombie1 While the game said the protag might lost a bet to be working here, as a manager this sounds like a nightmare because you keep having to teach new staff how to do their jobs. The cost/returns is not worth it.
Agreed. It's been god knows how many years since I was first exposed to FNAF 4 and who knows how many times I've rewatched vids on it, but it was literally only this week that I actually learned what the 'breathing' sound cue was from him and Bones5. Spent every fnaf 4 vid straining my ears up until that point, trying and failing to hear anything I could call 'breathing'
Night 6 looks like a parody of itself. Just look at the amount of meters and stuff you have to keep track of. How did Rjac think this was enough to manage?
Funny thing is this isnt even close to hardest fnaf fangame. This guy dont know anything about maxmodes so he obviously dont know anything about difficulty of fnaf.
@@iRWQFSFASXCi Yeah but most good max modes aren't nearly as difficult as this one in terms of rng, post shift 2 isn't hard mechinically (past the 5 eassys and werid mechics) its the rng from said mechenics and complete disregard for good ways to teach to player said mechinics making them horrible to learn. also the fact you have to walk everywhere slowly in a motion sickining method makes it feel horrible compared to good max modes that aren't complete rng hell and explained much better than post shift 2
its not just that. its that limited playtesting not by the dev means. the playtester knew the game inside out so what was easy and known for him would be hard fand unknown for everybody else who did not know the game like the creator.
This game is fascinating from a game dev perspective, you can see this guy had way to many ideas and didn't know how to properly balance them(at least in the first version) or what was a good idea to include to begin with. The guy clearly has talent in making games, just not designing them.
You’re a legend-not just for beating this game, but for not getting sick from all the camera movement. Seriously. I can barely watch the video because I get motion sick from the animations.
Yeah, that alone shows me that there's no way the game was playtested by anyone but the dev (all the other reasons like terrible tutorialization, convolution creep and unbalance aside). There's no way any playtester looked at that movement animation and absurd camera wobble and didn't at least go "hey, you and I can handle it, but it looks like a lot, better tone it down".
I saw "no guides or tutorials" and I am praying for this man because the tutorials despite being a grand total of probably a 10 page essay, don't explain everything.
This game is absolutely gorgeous! The developer is really underrated, they’re very good at the graphics, animation and their ideas for gameplay. Though, they had too many ideas and packed it all into one game, which makes it too complicated and the animations are too slow and waste so much time. They have so much potential to become a big developer and I hope they make more games in the future!
Adding your failed attempts at the nights not only helped to understand how difficult the game can be, but they were very entertaining! It made me laugh each time. I hope you add them again in your next videos. Good luck with your endeavors!
The game at launch is a sterling example of a tragedy. It's clear, in every visual facet, that this game had as much work put into it as anyone could have ever desired from a fangame. It's held back, _so much,_ however, by some truly rankling problems that just wind up... _irreconcilable._ Difficulty isn't a problem, normally. A high difficulty is often looked upon favorably in a sort of prideful, self-aggrandizing way. Difficulty means challenge, and challenge keeps most people invested and interested over longer periods of time. I sympathize with the creator, because at face value, it's really easy to _think_ a challenge will be well received. It's almost... a _positive_ in some regards. But this game handled difficulty the wrong way. Rather than extracting difficulty from skill and intuition, it forced unfair levels of optimization nightmares, ultimately luck-based facets, and ill-advised mechanics that didn't mesh with the rest of the game _at all._ Rather than rewarding patience, it used your time as a weapon against you. Too many of the mechanics demand an unfair amount of time for seemingly minor nuances, which heavily detracts from a fluid, fast-aced atmosphere of tension. Complexity is a marvelous thing, but for a comprehensive experience such as this, it should rightly be worked up to. Between the lacking tutorials in some areas and the less than preferable walls of text in others, the communication of the many, varied mechanics wind up as nothing but cloying. This is one of the few areas in which the game specifically fails at presentation, to its _extreme_ detriment. Otherwise, I greatly admire its vast spectrum of variety, which only makes me all the sadder. I really hope later versions of this game refined - or _will_ refine - the experience to require less impossible optimization and finger-crossing. Otherwise, it is a beautiful, daunting experience that manages to be both impressive and intoxicating. It's easy to see the love and passion that was poured into its every crevice, which manifests _as much or more_ in its _highly_ involved gameplay loop. It's the sort of thing I can imagine made _so much sense_ to the creator at the time, that ended up just... _not communicating._ I'm just... _saddened_ at its state, and how it was received, because it's _so impressive._
@@DesignFrameCaseStudies I understand the ease of such a view from the perspective of the frustration that naturally arises from... the rather _sparkling_ impression this video gives, but saying the game's design as a whole is irrevocable comes off as somewhat unnecessarily jaded, and just a _little_ overstated. There are only a few mechanics that _could_ be said to be too complex, but even in those cases, I think their perception is only as such due to a singularly key point, which comprises many of the game's problems on its own. In many cases, even in those such as... say, the night _five_ animatronics, while their core mechanics seem contrived beyond reason, the actual issue that arises from their gameplay loop is the pure restriction of _time._ To my mind, the only issue which the game truly faces, the central _crux_ of its difficulty, lies wholly in the unmanageable _time_ crunch. It is the unnecessarily long restrictions placed upon certain tasks, the time it takes to travel the hallways, and the odd timers in place for things such as meters and danger zones. If only there were half as many conflicting uses of the player's time, there _would_ be enough room for the many complex systems in place that each unfailingly _demand_ their time in the spotlight. Conversely, it could be said that some mechanics, such as the odd manners of dealing with animatronics like night five Bonnie and Foxy, as well as... some of the _many_ esoteric names in night six, are too contrived to make any logical sense, and thus have no place. That may be true, but then, it's as good a question to apply to _any one_ animatronic's gimmick. If one begins to question why music or a seemingly random frequency prevents a robot from ripping them to shreds, then they may as well wonder why a _flashlight_ or a _drone_ would save them. Contrivance and complexity are only issues if one fails to suspend their disbelief, and frankly, despite the video's presentation of such, I didn't find many - _if any_ - of the animatronics to be all _that_ complex. Two or three steps extra doesn't make a process into Dwarf Fortress. *TL;DR* I'm sorry for the lengthy response, but my central point is that I disagree with your premise. I would, however, like to thank you for being the only one so far to not ostensibly berate or belittle me for daring to take a half hour to articulate my thoughts on a game that likely spent months in development. Or to... try to make the argument that big words and deep thoughts don't belong. I'm a writer. I like writing. I like thinking. Go ahead and stab me in the heart if that's a crime, I guess.
the likely reason why it turned out so hard is that the likely did not get another person to playtest so the game was accidently designed around knowing how the game works pretty much inside out on the outset.
Yup, I read that the dev playtested the game, which basically... explains everything. Why are there so many poorly explained mechanics/mechanics only explained in one line in a massive wall of text? -> Dev knows the mechanic so either just outright forgot to put in a tutorial, or knew exactly how it worked and thus didn't bother adding more, clearer text. Why is the game so unbalanced and whatnot? Dev literally had training with the game since the beginning, he probably can beat it in his sleep and knows the perfect way to beat it since he probably got thoughts of how to beat it while designing it and so on. Why is the game so very obviously bloated and at times, cumbersome? Dev put all the ideas he liked into the game, and without outside feedback, thought every idea was gold so obviously he'd keep everything. The insane bloat also results in the terrible tutorializing of just huge walls of text you'll have to immediately digest. In a difficult game like Sekiro, the tutorializing of "hey, read this and go on get rekt lol" works because the mechanics are super simple. Hit, block/parry, dodge, jump. Enemies have a bunch of attacks but most fall into "blockable/parriable" and you have to just learn the timing of those simple commands per enemies, also you don't have like, half a dozen different enemies with different patterns going all down on you at once and instead, if you're smart, you can often thin the herd bit by bit. Like, there's basically no way he got serious feedback on just night one and didn't change up the game with the mechanics. I think he has potential as a game dev since he's very creative, obviously very passionate, hard-working, and the animations look great (still don't know why he made the walking animation so nausea-inducing, though), but he basically needs someone with... dunno, common sense to tell him to stop from time to time, and he'd probably get way, way better in a rather short time.
Your explanations on the game mechanics were simple and easy to digest but at the same time just sounds so overwhelming and beyond convoluted. What was the dev smoking when he cooked up his game?
It honestly feels like the dev made the mistake of thinking that hard = good and complex = good and that ramping up either can only make the game better.
I rewatch this video when I need background noise or something to occupy my brain. everything is explained really nicely and it's easy to understand (well, as easy as this game can be), the attempt gameplay is funny as hell and really shows how insane it is to actually PLAY the game, and the editing scratches the itch for my adhd brain. my slow processing means I could probably never finish this game myself, but it's satisfying enough to know that you did - and that you actually got some semblance of understanding for every mechanic. in fact, enough of an understanding to EXPLAIN it! awesome.
Freddy, I'm trying to walk quickly, but the clap of my ass cheaks is too powerful, and throws off center of mass, causing me great distress and slowing me down.
Chickeninja when he explains the gameplay: *A well thought out criteria, explaining each of the characters and their behaviors. Along with the environment and what he has to do in order to survive.* Chickeninja during his attempts: "I'm bored. Can I have a bowtie?" NO YOU AIN'T GETTING A BOWTIE, YOU AIN'T GETTIN SHIT!! *Gets jumpscared by an upset animatronic*
the game doesn't really tell you this though. that's the thing. this game both gives information overload while at the same time not enough information.
Mechanics in this game be like: so if remnaveamntmiutwaor's end appears he will do one of 3 things 1: he will call you irl, if you dont awnser he will pull you into your device and torture you with night 6 no deaths 2: he will start raging on his laptop and throw an emoji in your direction, dodge it by pressing a button that appears for 0.0149 seconds, if you dont he will emote on your dead body 3: he just spins a wheel with a 50/50 chance to live or die Take note he can do these things at the same time so get ready for wombo combo
I just watched what’s essentially a hour and a half tutorial guide for a game I’ll never play… That’s honestly impressive storytelling right there. I am entertained
This game has a lot of potential to be something great, rjac is incredibly talented and the visuals are amazing. The concept is great, it was just executed very, very poorly. I hope rjac isn't discouraged from making future games or making a functional version of this one, because there is so much potential here
A fun fact about the Input Lag objective on Night 3, you can just sit and idle in the Tutorial mode at the start of the night with it enabled and get the bonus objective. That's how I did it when I played and it was so funny to me that they didn't think to block that as counting for the star
"I'm starting to think this game wasn't playtested." You're not alone. I feel so bad for the dev, as he worked so hard to make this game but no one wanted to playtest it so he basically had to pray that the game played well. I'm sure you can guess what praying did.
I remember first hearing about this game and i didn't believe people when they said just how much was in it, and how rough it can be. I should've listened to the warnings. While I could tell the genuine amount of love that went into this, seeing the full execution blew my mind. I don't regret the amount of hours it took me to beat it, but i also wouldnt wish it upon anyone. To say it's an experience, is a massive understatement
You actually breaking down the game mechanics combined with the hilarious gameplay moments is the perfect balance I’ve watched this video so many times and also love playing it in the background while I’m doing other stuff (same with the other fnaf challenges but this one is my favourite) So exited for sister location, please keep going with these 🫶
Despite this game being everything but balanced, i really love all the animations and the graphics, and being a fan of post shift 1. The only thing that ruined this game was just the creator having too many ideas, and putting them all together, which inevitably ended in a mess.
I think if they had refined the game and removed the dumb hallways between the rooms it would be a fantastic game. Like you said the game itself is beautiful.
I don't even thing the ideas are the issue, the difficulty just needs to be lowered and there needs to be a tutorial night that let's you deal with every threat in a safe night so you undestand what you're doing.
@@fish2094i have to say that while i agree, i also like the hallways in the game. Like, to me they are the best looking part and really show how pretty the game is. But as i said, i agree completely with you, they should take at least half the time to go through them, if not even less.
I thought this would be a kind of nice place to share a story I have about making a fangame that's somewhat similar to post shift 2 in terms of difficulty and mechanical complexity. Bring the popcorn, cause this will be a long one... This story begins in 2017 when I started making FNaF fangames, starting with a crappy Sister Location clone with awful coding and poorly made Google Drawings-based graphics (I still make most of my game's core graphics in Google Drawings to this day). I happened to make a teaser game for it as a joke. I eventually cancelled (rightfully so) said SL clone in favor of making a sequel to the joke teaser game. The graphics and coding were still terrible; but that second joke game ended up being probably one of my favorite games that I would make, due a mix of having fun making it; as well as more fun gameplay. Immediately after releasing this second joke game, I started working on a third game; that would have been "more serious". Long story short, that third game ended up being sidelined for a complete reboot of the series; with a more serious story to fit the third game. I ended up scrapping the second and third rebooted games later on. I went into it with plenty of ideas for mechanics; and wanted to make a fangame with more complex mechanics that would require players to think more instead of mindlessly clicking buttons (what the first joke game was gameplay-wise). Development for this game started in early 2018, and the full game ended up releasing in around summer of 2022. Since in my infinite wisdom I decided to have a mix of complex mechanics (not quite to the extent of Post Shift 2, but still rather obtuse in hindsight); no one (as far as I know of) has been able to finish the game on even the easy difficulty (besides a few close friends). For a bit of context: I usually make my games completely on my lonesome; with only a few friends playtesting/giving ideas and voice acting. I was too shy to ask for any help with beta-testing, so the game had very few testers. Around a few months back; a group of people who dedicate themselves to grinding FNaF Max-modes started attempting the hard mode of this game (There is a hardcore mode, but it's just more an endurance test more than anything else). Long story short; they weren't able to make too much progress and I asked them to stop trying to beat the hard mode because they weren't really having fun, even after I created a public google doc that contained in-depth mechanic explanations. The doc went over most stuff, along with images and map layouts to try to further explain things; and ended up being over 40 pages (half of it was images pertaining to specific sections). To this day; no one that I know of besides a few close friends have been able to beat the game on even the easy difficulty. I named the game The Horde: Revitalized for some reason. Hopefully anyone who's read this comment has at least gotten a small bit of entertainment out of this dumb story; maybe got a few chuckles from how dumb the game sounds. If, for some reason; anyone wants to play the game, it is on Gamejolt and Itch Io. I wouldn't recommend it unless you want to destroy your sanity; I just wanted to share this stupid rambling here, because the story of how this game I happened to make came to be and how stupidly hard it can be is rather funny in retrospect. Anyways, I'm going back into the "abyss of silence" so I might not reply to this comment in the future (I'm just very shy anymore). Apologies for the madman rambling, and have a nice day.
I already have lost my mind and my will to live, your game must be /PROJECT-REVITALIZED/347280 made by YORTUSIN. Wish me luck, and prepare to be cursed by going to hell a lot times.
While I could be mistaken other stuff I have seen on this game suggested that the developer is the one who did most if not all playtesting. So the reason so much info likely got left out is the creator knew of each menu, each extra thing, etc... another way to put it would design a puzzle/escape room then testing it yourself with all the solutions already known
Full respect for beating the game! I already wanted to die just from hearing how overcomplicated and convoluted the nights were! Can't imagine actually playing it 😰😰😰
I swear, this is one of my favourite videos ever. Watching it atleast once a day ever since i found it just after release, sometimes more- typically to fall asleep. So excited for the 100% completion video! Also, each fnaf challenge video starts with a little fansong melody. While its easy to know with, for example,fnaf1 (where its the fnaf song by tlt for example) ive been wondering for so long what the music in this one is.
Absolutely love how this game looks. Really hope the dev takes the feedback to heart and makes more cuz this is super well done despite it being poorly balanced!
Its amazing what you went through just to simply beat this game. I'd like to see you take on the extra content of what the game offers to see what kinds of unfair challenges are going on in there, but meanwhile I just want to say that, not knowing much of the games lore, I really love the characters and (specially) set designs of this game. Too bad it is kind of tarnished by its extreme difficulty and dizzy camera movements...
For how ruthless this was to play, I do like a lot of things about it. Like, sure, it doesn't make sense that Freddy in Night One - Three can shapeshift, or distinguish the difference between Remnant or Revenant, but I like the environments, characters, and the kind "out of bounds" nature of the game.
Had to watch this video in like three days bc I kept getting frustrated by the movement and how stupid each task was and how they kept changing the game in you each night- what a horrendous game experience omg
This video is very well construed and accurate! The buttons in night 6 that weren't used actually do have used, and condition is actually a slightly different mechanic. Sometimes condition will start going down, and you'll need to repair your suit to return it to normal. The speaker repair button is another RNG event similar to the gas leak, although you'll need to fix them to keep golden Freddy from jumpscaring you.
16:35 Is Funny, He Thought It Was Foxy But It Said Freddy. Also 1:32:27 Is Funny Because Why Was He Dying, Your Editing And Talking And Making It Fun Id On Point, Your One Of My Favorite TH-camr.. Keep It Up ChickenNinja42
Shame that the difficulty was so poorly balanced, the game is genuinely good, the designs are insane and the graphics are among -us- the best I've seen in a FNaF fangames. If the difficulty was more well balanced, the game would be easily remembered as one of the best FNaF fangames of all time. It's a shame that shit happened
imo post shift 2 is harder since the game literally lies to you about multiple mechanics and throws SEVERAL near impossible mechanics to manage at the same time at you. the only reason tyke and sons wasn't beaten for so long was cause basically nobody played it before the uhyeah video
Despite the pain it’s awesome to see all the breakdowns for each night and animatronic. Amazing job! Here’s hoping the issues with this game is resolved in the future because it honestly looks great
Chicken ninja: Explaining everything thoroughly How i hear it: If revenant Freddy is eating a burger,open a door flip the table over make a house and walk to the door. If he’s eating a wall, close the vent open The drone and repair him.
Fun facts about Fun With Freddy 2: 1. If Freddy is in front of you when you flash the beacon, DON’T SHOCK HIM IMMEDIATELY, wait for the room to go dark again and then shock him. Shocking him immediately with the beacon flash still illuminating Freddy will only result in him attacking you. It’s scary, but it’s the only way you can do it. 2. There can be up to 5 Freddy’s in the room, don’t let them fool you, only the one with the eyes is the real threat (an exception is one screen where a fake Freddy is directly in front of you which I can only assume is the real Freddy pretending to be a fake one). 3. Even when knowing to wait until the room is dark, shocking Freddy is still a huge gamble you have to take. Even in the most recent version the time between the room being fully dark and Freddy striking is still rather confusing, as there have been times when I have shocked him at the right time and still died. 4. The shocker recharges instantly, most likely to accommodate for the possibility of Freddy appearing right in front of you twice in a row (This has happened to me before). 5. Post Shift 1 had a similar mini-game, which is why this is considered “Fun with Freddy 2”. 6. From what I can tell, the mini-game shouldn’t even “exist” as it says that you somehow got transported to the location because of a “Glitch”.
Honestly I've never seen someone do the challenge nights in this game. It would be fun having them explained and done so we can see what else was hiding in this strange, strange experience.
Hope that you felt relieved and free of the detriment of having to record this game for hours on end hoping for a good run at beating the game. Considering the hardship of surviving the bullcrap RNG you’ve had to go through. Although people will be sadistic and will want you to beat the harder nights, I wish you good luck.
Played up to night 6, got sick from the head movement. Keeping your lunch in your belly hardest part of the game fr fr, great job staying alive
The head movement is CRAZY. Plus the fact he did the extra challenges so that meant completely redoing nights
Also I commented this literally seconds after spiff commented this because I was scrolling through newest, lol
I want to eat metal
Hey spiff
spiff and chickenninja are literally the fnaf players of all time
Damn it even spiff got here before me
I swear the ways you deal with them feel so random.
"Listen carefully. If Freddy is speaking spanish turn off the lights and clap your hands three times, but if he's speaking portuguese open your monitor and play a level of flappy bird"
Honestly yeah
I agree! But I must say for someone like me who speak both languages it seems pretty intuitive 😂
Freddy: English or Spanish💀
“And don’t forget. If Bonnie is wearing a Sombrero, wear anything that applies to Mexican culture, shake the maracas, and eat tamales in that order. But if Bonnie decides to break out and travel to Paris, make sure to buy twelve baguettes and hand them to Foxy so Bonnie travels his way back to stall both himself and Foxy for 0.6 seconds before moving again.”
Yeah lmao it legit sometimes feel like the developer wanted to make the mechanics unique just for the sake of making it unique, without much thought or coherence put to it. Like how would the player know how to figure out 5% of the mechanics by themselves if they didn't get to read 5 pages of text before each night starts? It's completely unintuitive and unnecessarily bloated.
"Foxy is prone to seizures. So we mess with the lights and then he dies"
Back in FNAF 2:
*Attacks Foxy with a flashlight 20 times until he disappears.*
Look what you did to Foxy.
I'm glad it did that to foxy
he deserved it
@@ned14542the most real response I've seen about Foxy
Foxy got war flashbacks
@@Link-from-hyruleaye he had no right Just standing out there in the hallway that’s his fault 😂
Genuinely night 6 feels like an entire full length fan game that has been condensed into a single, completely unbalanced night
No wonder they separated the game into 2 parts
Every night could be an individual fan game for sure
Something tells me they just wanted to make a "One night at Freddy's game" But it just got out of hand
That's because that's what it is, really.
Night 6 is every single character from 5 full nights of gameplay + 2 mini boss characters.
"Small bit of information." My brother in Christ they literally wrote 5 different essays for the final night.
OH MY GOD QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE QUIRREL PLUSHIE
Was just gonna say that lol. And it somehow still misses like half of the mechanics
Common issue when it comes to writing something out of passion, you write and write and write and somehow convey too much information and not enough information lol
i was gonna comment on that lmao. its prob just a generic pre-written piece of script that gets copy-pasted into the voice over script, as for most games you do only get a little bit of info. and its only really noticeable if you a, binge his vids, or b, watch this one and know enough about post-shift 2 lel
@@QuicksilverTheElegant ah yeah, cutting fat is a skill on it's own.
This game is the prime example of WHY YOU NEED A PLAYTESTER. The dev clearly knows everything about the game. He didn't realize that he didn't write enough information for all the other players. It is a playtester's job to tell the dev "hey there isn't enough information in here to help a player progress. Make it a bit more clear"
But that didn't happen and this is the result.
There was apparently 2 playtesters, neither finished the game; and the dev just..didn't fix it? Just decided "nah it's fine" and released it as the unbalanced mess it is lol
if anything, there is way too much information. i still agree though, it could easily be condensed while also adding whats necessary
My first question as a playtester would be "does the game really need all that shit? Could we trim down the fat a bit, maybe?"
@@JeanMarceauxyeah maybe like, instead of all these unnecessary and overly complex ways to interact with mechanics and avoid getting jumpscared, it could be simplified to a smaller location and just blocking animatronics with like a door, and checking their movements through cameras instead of knowing their entire movements. Oh wait...
The lore of this game is literally terrifying. If you start at 6 am on night 4 that implies your character played post shift 2 pre patch for 12 hours straight. Truly torture
and in the 3rd bonus night time was going half as fast so it felt like to them to be playing for a total of 24 hours which is nuts
In canon they play post patch two irl without dying with these ASS tutorials
This person is a god.
my mistake, this comment was before he 100%ed it sorry about that
@@desaug It would’ve been 12 hours not 24 hours
And I wasn’t pointing anything out that was wrong…
@@ANormalBlockOfTNT thats why i said it would FEEL like 24 hours
Fun fact, this game is what golden Freddy uses to tortures William while he’s in purgatory
I thought golden Freddy used ultra custom night 732/20.
@@Cubeytheawesome reserved for thursdays
This is reserved for Mondays
Fun fact: In order to play Joker, Joaquin Phoenix was made to play this game till completion
actually this game was used in ancient china as a torture device
This game is a perfect example that when designing a game, you need to have someone to keep your scope/direction in check. Or else you'll just keep adding stuff and ultimately end up with...this.
Additionally to that they also need a tester because of the lack of clearly conveyed information the creator knows everything making it really easy to miss something or forget to say something in the tutorial which caused a lot of really annoying problems because they had no one to tell them till the game released
Yeah, the dev definitely fell victim to scope creep with this
At least the creator doesn’t have to worry about people criticizing it for being “too easy”.
And they really need to manage the tutorials and mechanism explanations
Even watching someone explaining it in a video it's still confusing
yanderedev comes to mind with yandere sim for sure
Honestly feel bad for the developer, they clearly put a shit ton of heart into this game and despite the many flaws post shift 2 has, I genuinely think that they have a lot of potential as a developer so I hope the negative reception of post shift 2 didnt discourage them from ever trying out game development again. I really want to see more of what they have to offer. Especially if they can get proper playtesting
Yea he needs to try to not make games so convoluted. Idk why he would be discouraged when the clear problem with the game is what he refused to fix. Everyone, at least most, agree that the game’s visuals and ideas are good. He just added too much:
@@remigal899
>Refuses to fix
>The game is being actively updated
What?
He's a great artist and great composer, but man game design isn't his forte
Thats sucks cuz from what i heard the first Post Shift was okay
The game looks amazing, but the gameplay itself is a lot complicated
He had so many great ideas but tried to pack them all into the one game and it just resulted in it being overly complex.
Postshift 2 would've been perfect for free roam, but instead we get extremely long walking animations making it even harder.
i would LOVE to see post-shift 2 be remade as a free-roam game
Thank you, Clickteam!
That would be an interesting concept, ngl... but alas, ClickTeam only allows for so much.
They could just make the walk animations shorter ig, I know it would make it slightly less realistic but if they put everything closer together it would add slight amounts of room but still make it interesting to play. It would definitely create less rng situations where you get screwed up by it.
@@fireblazenotbulgaria3053 in many cases, that's all they needed to do.
Regarding Part A: having a proper phone guy to explain things to you, or a tutorial night (Night 0 so to speak), as well as having a proper positioning and introduction of mechanics (not have Baby's whole emotion thing be the first option, and instead have the drone repairs, the actually crucial mechanic for all three nights, be on top of the tablet, and have the mechanics you need for later nights only unlock when you need them) would be enough I think
For Part B, since they're all single nights, maybe have them progress in a way similar to One Night at Flumpty's - starts easy and with few animatronics, then as the night progresses, more are introduced, and they get harder.
I genuinely don't know how to make Night 6 work tho, unless you actually have them use the same exact mechanics you've been learning for all other animatronics on previous nights, as long as they remain easy to learn.
Revenant Foxy being blinded, traumatized, scared away and tired of climbing, while still being capable of attacking us is crazy.
What’s sad is that this game had so much potential because the animatronic designs and graphics are probably one of the best I’ve seen from any FNAF Fan game. But the gameplay is just super unbalanced and hard.
Dont forget the music. Damn good
tbh the game is kinda balanced but the amount of knowledge you need just to know everything that goes on is unreasonable
It's supposed to be super hard, that's the idea.
Uh guys, this is v1.0.0,
The current game is far more balanced.
@AdrianVoltz i get where you're coming from but imo part of game balancing is. accurately letting the player know what theyve gotta do. like - a well-balanced game will have (reasonable) players say "oh, that was my fault for losing. ive gotta try smth else." here its like. the player isn't told what to do in the first place, so every loss from a weird mechanic feels way worse and unfair.
>Plays Post-Shift 2
>Understands how Minater Freddy works (most people don't even during their review. Especially PlainTIme)
>Gives a detailed guide on almost everything he finds.
Chad Chickenninja42.
You mean Plaintrace
36:25 I cant help but think of the old tom scream from tom and jerry each time I hear this jumpscare noise 😭😭
OMG SAMEEE
I was literally like "Bro why this sound so familiar-"
Who let Tom in here, and why is he screaming
@@lauriedobbs5726 Didn't you watch that episode where Tom and Jerry sat on the train tracks? This is their purgatory.
Fun Fact: there is one more animatronic in Night 6 called “Fredmare” and he only kills you if you run out of power.
Trying to figure out every mechanic of this game without a guide is harder than trying to make a coherent fnaf timeline
True half of the original six are somehow prequels
The difference is one has been achieved, the other hasn't.
fnaf timeline is badly made anyway
@@LavaCreeperPeople the original six make sense once you think about it but from then on it's wonky
The timeline could be somewhat followed.
And then Sister Location happened.
25:46 this clip is so funny to me, i just imagine freddy slapping the drone away and instantly lunging at him
This is the clip i allways come back to this video for
The way he freaks out after dying is so fucking funny to me
Revenant - (a person who has returned, especially supposedly from the dead.)
Remnant - (a part or quantity that is left after the greater part has been used, removed, or destroyed.)
oh cool
what about minater? I haven't heard that term before this game and I briefly thought it was a mispell of minotaur or something
@@francreeps4509it's an abbreviation, it means Micro-Implemented-neural-Activated-Transferrable-Energy-Rotors
@@Tengxkuu my thunder...
@@mrelemental9318 😈
I always love the sheer contrast between the consistently edgy, pissed off and cynical live commentary and the rather calm and educative post-commentary. Good job on this one!
i do love me some clam post commentary
Mmm clam
Clamworks commentary
Yummy clam
clem
Sisyphus:please is there anything I can do besides this stupid boulder
Hades:fine beat postshift 2
Sisyphus:OH HELL NO
He might actually go for it, as it's possible unlike him getting the boulder up to the top
@@wasted1390 that’s debatable
One must imagine Sisyphus terminally depressed
This game is a perfect example of trying to do too much, like having over a dozen different areas, and having all these complicated mechanics to get rid of animatronics. The best Freddy’s style games keep it simple and restrict you to only one or two areas.
this single game would have been better if it was divided in 2-3 diferent games
nights 1-3 for 1 game
nights 4-6 in 1 or 2 games depending
why the author didnt decided to do that, beats me
being too ambitious is fine, the problem is not trimming the fat and clarifying information
The one man army (or one man employee team)
That's the point of the game, it's trying to too much and not simple.
@@alexanderflores-MazterDestinythat's what they did....
This has the unholy amount of animatronics of FNAF 2, the RNG of FNAF 3, the reliance of sound cues of FNAF 4, and the ungodly difficulty and need for precision of 50/20 mode. What a game.
💀
Fellas what is RNG?
@@AverageMann random number generator.
It determines random events and other things like that
@@AverageMannrng aka random number generator meaning basically luck. Someone saying rng is screwing them over means they have bad luck etc. Something being up to rng is up to chance
thanks@@psonehagrid
This is my comfort video. I can’t count how many times I’ve watched it while I work on stuff. Thank you for your amazing, high quality videos. the effort put into the gameplay and editing doesn’t go unnoticed.
HOLY SHIT SAME I USE IT AS BACKGROUND NOISE 😭😭😭
**casually listens to this video while animating**
Samee, boring grind in games? This video. At work? This video. Looking for a video to fall asleep to when I want to stay up but know I gotta sleep? This video
I tried this game myself (pre-patch). It is literally impossible to put to words how EXTREMELY unfair and unforgiving this game is. Like i actually do not know how to put it to words, it is just completely unfair in so many different ways. I honestly wonder if the devs even play tested it. They must've seen how just abnormally difficult this is.
Watch uhyeah’s video on the game, there’s an interview with the developer and how he went about the creation of the game, and discusses game mechanics and the flaws and stuff. It’s a good watch, check it out if you want
yeah.. that's why they took it down.
The dev was the only one to really play test it and that's why it is so hard.
There were actually like 2 playtesters or something like that.
like telling a wheelchair bound person they have to run in the Olympics in 1 year and get 1st place or they will die, without them having the ability to see, hear, or sense of touch
Post shift 2 is an example of someone hating the Doors mechanic or simple game design. By giving each animatronic in each night their own dedicated door with mechanics that contradict each other because of RNG. If 2 animatronics on the opposite ends of a map decide to attack its GG get better RNG. With some mechanics being hidden by a secret secret baby monitor add on that isn’t told to the player.
Dev thought difficulty and being convoluted equalled good game design and didn't get that fnaf's appeal, or e.g. soulsborne games, games famous for their difficulty, relied on very simple instructions you then had to master. Not everything being as obtuse, convoluted and tedious as possible on top of being hard to master.
@@youtube-kit9450bro this is v1, the current game is far more balanced bro
@@ThatBeenuxGuyI wouldn't say FAR more balanced.
Yeah, I heard they finally listened to the huge amounts of negative feedback and fixed the game, I'm glad for that. Doesn't change that it required that since he didn't listen to QA testers beforehand and the whole game reeks/reeked of feature creep and complexity addiction. I actually hope the dev makes another game and shows off they learned from their mistakes and the feedback next time.@@ThatBeenuxGuy
I think the glitched attraction is similar enough to be put in the "nearly everyone has unique mechanic" boat, but it is done well and doesn't give you nausea
I feel like the best way to make this game a bit more fair, would be to pause all animatronic action timers during the player’s moving animations.
Or just cut out the animations in general after the first time you see them. That is the reoccurring theme I've been seeing.
And to add on to that, I feel like having one animatronic active at a time only would be great as well. Makes those bigger levels easier to manage. So you don't have Bonnie pop in at the same time Foxy or Chica do.
1:06:26 One of my absolute favorite things about this channel are the difference between ChickenNinja's calm, methodical explanations and how absolutely unhinged he is during the random attempt moments. I was dying of laughter for a few solid minutes after watching this scene for the first time. xD
SAME LMAOOO
Few minutes hmm I think I was dying even hours after I watched it 😂
“I’m playing as f*cking nikocado avocado” 💀
Ah, the "all the colleagues are currently on leave so I have to manage everything" simulator.
nah fr 💀
I mean...who tf wants to work there
@@Red-lu1rxa guy who lost a bet maybe
I imagine the problem only got worse as each employee saw what they had to deal with, went 'fuck that', and left. Each person who leaves piles more chaos on whatever poor soul is left, until you end up with the absolute *BULLSHIT* of that final night. Like, _jesus christ_
@@NewspaperZombie1 While the game said the protag might lost a bet to be working here, as a manager this sounds like a nightmare because you keep having to teach new staff how to do their jobs. The cost/returns is not worth it.
Goddamn thank you for actually providing a sample of sound cues, it seems nobody else ever does that.
Agreed. It's been god knows how many years since I was first exposed to FNAF 4 and who knows how many times I've rewatched vids on it, but it was literally only this week that I actually learned what the 'breathing' sound cue was from him and Bones5. Spent every fnaf 4 vid straining my ears up until that point, trying and failing to hear anything I could call 'breathing'
I’ve already watched so many people struggle and beat this game but I’m excited to see how fast this guy can do it
Hes just an ultra gamer
🇻🇬
he _is_ an insane asylum escapee, after all
@@bloopahVIIINah that’s just where he’s gonna end back up after having done *this*.
Who was this TH-camr you mention? Because I swear I saw someone play this game in the same style of editing(?) and I’m trying to find him
Man, fan games are really ambitious. we went from “ah if that silly rabbit guy shows up close the door!” to multiple tutorial pages 💀
As soon as i heard mention of the drone for one of the Freddy’s i immediately thought
“Bro got a kill streak”
FR LMAO
Lol yeah my mind went to black ops 2 hunter killer drone
You just hear the "Let's do this"
Night 6 looks like a parody of itself. Just look at the amount of meters and stuff you have to keep track of. How did Rjac think this was enough to manage?
It looks like something from UCN
Its what happens when there is barely any playtesting, considering the two playtesters didn't even get past night one.
Funny thing is this isnt even close to hardest fnaf fangame.
This guy dont know anything about maxmodes so he obviously dont know anything about difficulty of fnaf.
@@iRWQFSFASXCi Yeah but most good max modes aren't nearly as difficult as this one in terms of rng, post shift 2 isn't hard mechinically (past the 5 eassys and werid mechics) its the rng from said mechenics and complete disregard for good ways to teach to player said mechinics making them horrible to learn. also the fact you have to walk everywhere slowly in a motion sickining method makes it feel horrible compared to good max modes that aren't complete rng hell and explained much better than post shift 2
@@xayahnepo U have No idea about mml and maxmodes in it.
This is like tutorial compare to hard maxmodes on the list.
I think that the difficulty comes from the fact that the game expects you to figure out the animatronic's mechanics by trial and error.
its not just that. its that limited playtesting not by the dev means. the playtester knew the game inside out so what was easy and known for him would be hard fand unknown for everybody else who did not know the game like the creator.
This game is fascinating from a game dev perspective, you can see this guy had way to many ideas and didn't know how to properly balance them(at least in the first version) or what was a good idea to include to begin with.
The guy clearly has talent in making games, just not designing them.
When the game is so over-complicated that just beating it normally is considered a challenge run.
*with all bonus objectives
You’re a legend-not just for beating this game, but for not getting sick from all the camera movement. Seriously. I can barely watch the video because I get motion sick from the animations.
Yeah, that alone shows me that there's no way the game was playtested by anyone but the dev (all the other reasons like terrible tutorialization, convolution creep and unbalance aside).
There's no way any playtester looked at that movement animation and absurd camera wobble and didn't at least go "hey, you and I can handle it, but it looks like a lot, better tone it down".
-ok so which mechanics we're adding to the game?
-Yes
I saw "no guides or tutorials" and I am praying for this man because the tutorials despite being a grand total of probably a 10 page essay, don't explain everything.
The fact that this is an hour and a half, I'm not even ten minutes into it and I'm already frightened yet hyped.
34:49
I have watched this video way over 20 times now, and this line runs in my head on repeat whenever I'm grinding something.
This game is absolutely gorgeous! The developer is really underrated, they’re very good at the graphics, animation and their ideas for gameplay.
Though, they had too many ideas and packed it all into one game, which makes it too complicated and the animations are too slow and waste so much time.
They have so much potential to become a big developer and I hope they make more games in the future!
Adding your failed attempts at the nights not only helped to understand how difficult the game can be, but they were very entertaining! It made me laugh each time. I hope you add them again in your next videos. Good luck with your endeavors!
When we hear this sound effect/que *plays quietest most unnoticable sound ever*
The game at launch is a sterling example of a tragedy. It's clear, in every visual facet, that this game had as much work put into it as anyone could have ever desired from a fangame. It's held back, _so much,_ however, by some truly rankling problems that just wind up... _irreconcilable._
Difficulty isn't a problem, normally. A high difficulty is often looked upon favorably in a sort of prideful, self-aggrandizing way. Difficulty means challenge, and challenge keeps most people invested and interested over longer periods of time. I sympathize with the creator, because at face value, it's really easy to _think_ a challenge will be well received. It's almost... a _positive_ in some regards.
But this game handled difficulty the wrong way. Rather than extracting difficulty from skill and intuition, it forced unfair levels of optimization nightmares, ultimately luck-based facets, and ill-advised mechanics that didn't mesh with the rest of the game _at all._ Rather than rewarding patience, it used your time as a weapon against you. Too many of the mechanics demand an unfair amount of time for seemingly minor nuances, which heavily detracts from a fluid, fast-aced atmosphere of tension.
Complexity is a marvelous thing, but for a comprehensive experience such as this, it should rightly be worked up to. Between the lacking tutorials in some areas and the less than preferable walls of text in others, the communication of the many, varied mechanics wind up as nothing but cloying. This is one of the few areas in which the game specifically fails at presentation, to its _extreme_ detriment. Otherwise, I greatly admire its vast spectrum of variety, which only makes me all the sadder.
I really hope later versions of this game refined - or _will_ refine - the experience to require less impossible optimization and finger-crossing. Otherwise, it is a beautiful, daunting experience that manages to be both impressive and intoxicating. It's easy to see the love and passion that was poured into its every crevice, which manifests _as much or more_ in its _highly_ involved gameplay loop. It's the sort of thing I can imagine made _so much sense_ to the creator at the time, that ended up just... _not communicating._
I'm just... _saddened_ at its state, and how it was received, because it's _so impressive._
*applause*
Well written
Too many big words
Well said. The only thing is, this game can't be refined. It needs an entire rework. The game design is unrecoverable.
@@DesignFrameCaseStudies I understand the ease of such a view from the perspective of the frustration that naturally arises from... the rather _sparkling_ impression this video gives, but saying the game's design as a whole is irrevocable comes off as somewhat unnecessarily jaded, and just a _little_ overstated.
There are only a few mechanics that _could_ be said to be too complex, but even in those cases, I think their perception is only as such due to a singularly key point, which comprises many of the game's problems on its own. In many cases, even in those such as... say, the night _five_ animatronics, while their core mechanics seem contrived beyond reason, the actual issue that arises from their gameplay loop is the pure restriction of _time._
To my mind, the only issue which the game truly faces, the central _crux_ of its difficulty, lies wholly in the unmanageable _time_ crunch. It is the unnecessarily long restrictions placed upon certain tasks, the time it takes to travel the hallways, and the odd timers in place for things such as meters and danger zones. If only there were half as many conflicting uses of the player's time, there _would_ be enough room for the many complex systems in place that each unfailingly _demand_ their time in the spotlight.
Conversely, it could be said that some mechanics, such as the odd manners of dealing with animatronics like night five Bonnie and Foxy, as well as... some of the _many_ esoteric names in night six, are too contrived to make any logical sense, and thus have no place. That may be true, but then, it's as good a question to apply to _any one_ animatronic's gimmick.
If one begins to question why music or a seemingly random frequency prevents a robot from ripping them to shreds, then they may as well wonder why a _flashlight_ or a _drone_ would save them. Contrivance and complexity are only issues if one fails to suspend their disbelief, and frankly, despite the video's presentation of such, I didn't find many - _if any_ - of the animatronics to be all _that_ complex. Two or three steps extra doesn't make a process into Dwarf Fortress.
*TL;DR* I'm sorry for the lengthy response, but my central point is that I disagree with your premise. I would, however, like to thank you for being the only one so far to not ostensibly berate or belittle me for daring to take a half hour to articulate my thoughts on a game that likely spent months in development. Or to... try to make the argument that big words and deep thoughts don't belong.
I'm a writer. I like writing. I like thinking. Go ahead and stab me in the heart if that's a crime, I guess.
I adore the dichotomy between how calmly you explain each night and how each animatronic works, compared to the chaos of the actual gameplay.
I can't help but laugh at some of the jumpscare screams here. Revenant Puppet's especially, that's some anime Guzzlord-tier screaming and i LOVE IT
the likely reason why it turned out so hard is that the likely did not get another person to playtest so the game was accidently designed around knowing how the game works pretty much inside out on the outset.
Yup, I read that the dev playtested the game, which basically... explains everything.
Why are there so many poorly explained mechanics/mechanics only explained in one line in a massive wall of text? -> Dev knows the mechanic so either just outright forgot to put in a tutorial, or knew exactly how it worked and thus didn't bother adding more, clearer text.
Why is the game so unbalanced and whatnot? Dev literally had training with the game since the beginning, he probably can beat it in his sleep and knows the perfect way to beat it since he probably got thoughts of how to beat it while designing it and so on.
Why is the game so very obviously bloated and at times, cumbersome? Dev put all the ideas he liked into the game, and without outside feedback, thought every idea was gold so obviously he'd keep everything. The insane bloat also results in the terrible tutorializing of just huge walls of text you'll have to immediately digest.
In a difficult game like Sekiro, the tutorializing of "hey, read this and go on get rekt lol" works because the mechanics are super simple. Hit, block/parry, dodge, jump. Enemies have a bunch of attacks but most fall into "blockable/parriable" and you have to just learn the timing of those simple commands per enemies, also you don't have like, half a dozen different enemies with different patterns going all down on you at once and instead, if you're smart, you can often thin the herd bit by bit.
Like, there's basically no way he got serious feedback on just night one and didn't change up the game with the mechanics.
I think he has potential as a game dev since he's very creative, obviously very passionate, hard-working, and the animations look great (still don't know why he made the walking animation so nausea-inducing, though), but he basically needs someone with... dunno, common sense to tell him to stop from time to time, and he'd probably get way, way better in a rather short time.
Your explanations on the game mechanics were simple and easy to digest but at the same time just sounds so overwhelming and beyond convoluted. What was the dev smoking when he cooked up his game?
It honestly feels like the dev made the mistake of thinking that hard = good and complex = good and that ramping up either can only make the game better.
I don't think the dev understand the difference between difficulty and complexity
I rewatch this video when I need background noise or something to occupy my brain. everything is explained really nicely and it's easy to understand (well, as easy as this game can be), the attempt gameplay is funny as hell and really shows how insane it is to actually PLAY the game, and the editing scratches the itch for my adhd brain.
my slow processing means I could probably never finish this game myself, but it's satisfying enough to know that you did - and that you actually got some semblance of understanding for every mechanic. in fact, enough of an understanding to EXPLAIN it! awesome.
Freddy, I'm trying to walk quickly, but the clap of my ass cheaks is too powerful, and throws off center of mass, causing me great distress and slowing me down.
Oh Foxy you know you don't walk quickly you run
I love how smooth and well-timed the music and text is in the intro cards for each night
*Clap clap* That was Good
Yeah, overall I think the sound and visual design is pretty damn good
This is the SCP foundation, torturing a single person to see how far they are willing to go for internet points.
Chickeninja when he explains the gameplay: *A well thought out criteria, explaining each of the characters and their behaviors. Along with the environment and what he has to do in order to survive.*
Chickeninja during his attempts: "I'm bored. Can I have a bowtie?" NO YOU AIN'T GETTING A BOWTIE, YOU AIN'T GETTIN SHIT!! *Gets jumpscared by an upset animatronic*
You only have to do the insta orders at 6AM. Besides that, your an actual chad for beating this game. YOU EVEN COMPLETED ALL THE OBJECTIVES!!!!!
the game doesn't really tell you this though. that's the thing. this game both gives information overload while at the same time not enough information.
Mechanics in this game be like: so if remnaveamntmiutwaor's end appears he will do one of 3 things
1: he will call you irl, if you dont awnser he will pull you into your device and torture you with night 6 no deaths
2: he will start raging on his laptop and throw an emoji in your direction, dodge it by pressing a button that appears for 0.0149 seconds, if you dont he will emote on your dead body
3: he just spins a wheel with a 50/50 chance to live or die
Take note he can do these things at the same time so get ready for wombo combo
I just watched what’s essentially a hour and a half tutorial guide for a game I’ll never play… That’s honestly impressive storytelling right there. I am entertained
love how he says the “small” bit of information given at the start of each night like anything about the amount of reading in this game is small.
This game has a lot of potential to be something great, rjac is incredibly talented and the visuals are amazing. The concept is great, it was just executed very, very poorly. I hope rjac isn't discouraged from making future games or making a functional version of this one, because there is so much potential here
This game is pure hell. I've only gotten to Night 5 myself. Doesn't help that I never beat the first game.
A fun fact about the Input Lag objective on Night 3, you can just sit and idle in the Tutorial mode at the start of the night with it enabled and get the bonus objective. That's how I did it when I played and it was so funny to me that they didn't think to block that as counting for the star
"I'm starting to think this game wasn't playtested."
You're not alone.
I feel so bad for the dev, as he worked so hard to make this game but no one wanted to playtest it so he basically had to pray that the game played well.
I'm sure you can guess what praying did.
I unironically love postshift2 animatronic designs
ok
I know They look so scary and cool!
Hm that is quite the opinion. I respect it
I mean just because it’s a hard/„bad“ game the designs are still good
remnant chica goes so hard
I remember first hearing about this game and i didn't believe people when they said just how much was in it, and how rough it can be. I should've listened to the warnings. While I could tell the genuine amount of love that went into this, seeing the full execution blew my mind. I don't regret the amount of hours it took me to beat it, but i also wouldnt wish it upon anyone. To say it's an experience, is a massive understatement
You actually breaking down the game mechanics combined with the hilarious gameplay moments is the perfect balance I’ve watched this video so many times and also love playing it in the background while I’m doing other stuff (same with the other fnaf challenges but this one is my favourite)
So exited for sister location, please keep going with these 🫶
Despite this game being everything but balanced, i really love all the animations and the graphics, and being a fan of post shift 1.
The only thing that ruined this game was just the creator having too many ideas, and putting them all together, which inevitably ended in a mess.
I think if they had refined the game and removed the dumb hallways between the rooms it would be a fantastic game. Like you said the game itself is beautiful.
I don't even thing the ideas are the issue, the difficulty just needs to be lowered and there needs to be a tutorial night that let's you deal with every threat in a safe night so you undestand what you're doing.
@@fish2094i have to say that while i agree, i also like the hallways in the game.
Like, to me they are the best looking part and really show how pretty the game is.
But as i said, i agree completely with you, they should take at least half the time to go through them, if not even less.
I like how the entire challenge is to just beat the game. Really shows how hard it is.
I thought this would be a kind of nice place to share a story I have about making a fangame that's somewhat similar to post shift 2 in terms of difficulty and mechanical complexity. Bring the popcorn, cause this will be a long one...
This story begins in 2017 when I started making FNaF fangames, starting with a crappy Sister Location clone with awful coding and poorly made Google Drawings-based graphics (I still make most of my game's core graphics in Google Drawings to this day). I happened to make a teaser game for it as a joke. I eventually cancelled (rightfully so) said SL clone in favor of making a sequel to the joke teaser game. The graphics and coding were still terrible; but that second joke game ended up being probably one of my favorite games that I would make, due a mix of having fun making it; as well as more fun gameplay.
Immediately after releasing this second joke game, I started working on a third game; that would have been "more serious". Long story short, that third game ended up being sidelined for a complete reboot of the series; with a more serious story to fit the third game. I ended up scrapping the second and third rebooted games later on. I went into it with plenty of ideas for mechanics; and wanted to make a fangame with more complex mechanics that would require players to think more instead of mindlessly clicking buttons (what the first joke game was gameplay-wise).
Development for this game started in early 2018, and the full game ended up releasing in around summer of 2022. Since in my infinite wisdom I decided to have a mix of complex mechanics (not quite to the extent of Post Shift 2, but still rather obtuse in hindsight); no one (as far as I know of) has been able to finish the game on even the easy difficulty (besides a few close friends). For a bit of context: I usually make my games completely on my lonesome; with only a few friends playtesting/giving ideas and voice acting. I was too shy to ask for any help with beta-testing, so the game had very few testers.
Around a few months back; a group of people who dedicate themselves to grinding FNaF Max-modes started attempting the hard mode of this game (There is a hardcore mode, but it's just more an endurance test more than anything else). Long story short; they weren't able to make too much progress and I asked them to stop trying to beat the hard mode because they weren't really having fun, even after I created a public google doc that contained in-depth mechanic explanations.
The doc went over most stuff, along with images and map layouts to try to further explain things; and ended up being over 40 pages (half of it was images pertaining to specific sections). To this day; no one that I know of besides a few close friends have been able to beat the game on even the easy difficulty. I named the game The Horde: Revitalized for some reason.
Hopefully anyone who's read this comment has at least gotten a small bit of entertainment out of this dumb story; maybe got a few chuckles from how dumb the game sounds. If, for some reason; anyone wants to play the game, it is on Gamejolt and Itch Io. I wouldn't recommend it unless you want to destroy your sanity; I just wanted to share this stupid rambling here, because the story of how this game I happened to make came to be and how stupidly hard it can be is rather funny in retrospect. Anyways, I'm going back into the "abyss of silence" so I might not reply to this comment in the future (I'm just very shy anymore). Apologies for the madman rambling, and have a nice day.
I already have lost my mind and my will to live, your game must be /PROJECT-REVITALIZED/347280 made by YORTUSIN.
Wish me luck, and prepare to be cursed by going to hell a lot times.
What is the install link
I’m afraid of you
i want to try it it sounds perfect
edit: gosh dangit im on macbook
While I could be mistaken other stuff I have seen on this game suggested that the developer is the one who did most if not all playtesting. So the reason so much info likely got left out is the creator knew of each menu, each extra thing, etc... another way to put it would design a puzzle/escape room then testing it yourself with all the solutions already known
If I remember correctly, there were actually 2 real playtesters that playtested the game :D... but they couldn't get passed night 1
@@superlemonslicer1224So by technicality, only Rjac tested his game and thought everything was fine?
@@brawler5760 yep
I hope people realize this is the version without any fixes, and that the game is in a better state now
"better"
"Why am i dying wh-" famous last words
Full respect for beating the game! I already wanted to die just from hearing how overcomplicated and convoluted the nights were! Can't imagine actually playing it 😰😰😰
I have been morbidly curious about the other endings and stuff, so seeing someone fully complete the game would be really fun to see.
I swear, this is one of my favourite videos ever. Watching it atleast once a day ever since i found it just after release, sometimes more- typically to fall asleep. So excited for the 100% completion video!
Also, each fnaf challenge video starts with a little fansong melody. While its easy to know with, for example,fnaf1 (where its the fnaf song by tlt for example) ive been wondering for so long what the music in this one is.
Stalling for sister location XD
What challenges can you even do? Beat the game without your virginity?
@@brandonandstuff239 That's impossible.
@@brandonandstuff239 beat the game blindfolded
@@personthatexists92 fr XD
@@brandonandstuff239beat the game with no sound
Absolutely love how this game looks. Really hope the dev takes the feedback to heart and makes more cuz this is super well done despite it being poorly balanced!
A lot of this game is counterintuitive. Beautiful game honestly, the Post-Shift 2 dev team are hella talented.
Its amazing what you went through just to simply beat this game. I'd like to see you take on the extra content of what the game offers to see what kinds of unfair challenges are going on in there, but meanwhile I just want to say that, not knowing much of the games lore, I really love the characters and (specially) set designs of this game. Too bad it is kind of tarnished by its extreme difficulty and dizzy camera movements...
For how ruthless this was to play, I do like a lot of things about it.
Like, sure, it doesn't make sense that Freddy in Night One - Three can shapeshift, or distinguish the difference between Remnant or Revenant, but I like the environments, characters, and the kind "out of bounds" nature of the game.
Had to watch this video in like three days bc I kept getting frustrated by the movement and how stupid each task was and how they kept changing the game in you each night- what a horrendous game experience omg
30 seconds in and I can say this is going to be a nightmare. Phil was raging so hard in that one stream.
This video is very well construed and accurate! The buttons in night 6 that weren't used actually do have used, and condition is actually a slightly different mechanic. Sometimes condition will start going down, and you'll need to repair your suit to return it to normal. The speaker repair button is another RNG event similar to the gas leak, although you'll need to fix them to keep golden Freddy from jumpscaring you.
Yeah I 100%'d the game I'm a psychopath
@@lulacatt873 damn, can't wait for you to start your own series of lunatic fnaf challenges
@@bloopahVIII if only I had the time and motivation to do that kind of stuff often enough.
16:35 Is Funny, He Thought It Was Foxy But It Said Freddy. Also 1:32:27 Is Funny Because Why Was He Dying, Your Editing And Talking And Making It Fun Id On Point, Your One Of My Favorite TH-camr.. Keep It Up ChickenNinja42
Shame that the difficulty was so poorly balanced, the game is genuinely good, the designs are insane and the graphics are among -us- the best I've seen in a FNaF fangames. If the difficulty was more well balanced, the game would be easily remembered as one of the best FNaF fangames of all time. It's a shame that shit happened
even though I already read the title the begin still got me, thought we were finally getting sister location 😭
can I just say I loveeee your editing skills! it is so refreshing to not see someone overdoing it or not doing enough and I love the balance you have!
The true hardest fnaf fan game challenge is the 14/22 custom night on Tyke & sons ☠️
No its actually ultra custom night because it has a 500/20 mode
Yes there are 500 characters in that game
@@Nobody-1409 dont compare something hard to something literally impossible for a human...
@@erikzcp7301I was about to comment that exact same thing.
Like, hard and impossible are two very different things
imo post shift 2 is harder since the game literally lies to you about multiple mechanics and throws SEVERAL near impossible mechanics to manage at the same time at you. the only reason tyke and sons wasn't beaten for so long was cause basically nobody played it before the uhyeah video
@@erikzcp7301 until more glitches are discovered 466/20 is the basically the human limit for Ultra custom night so it would be that
Despite the pain it’s awesome to see all the breakdowns for each night and animatronic. Amazing job!
Here’s hoping the issues with this game is resolved in the future because it honestly looks great
This game is the antithesis of the phrase “less is more.”
We need FNaF 6 but without the flashlight, so you have to use the inconsistent audio and motion detector.
I'm convinced you're insane and I love it, keep the content up
Chicken ninja: Explaining everything thoroughly
How i hear it: If revenant Freddy is eating a burger,open a door flip the table over make a house and walk to the door. If he’s eating a wall, close the vent open
The drone and repair him.
Finally someone explaining this game well enough
You you're in for a good day when ChickenNinja uploads
True, true.
But its night for me
me too
@@Mr_Watermelon_Cat
@@Mr_Watermelon_Catfr 💀
Fun facts about Fun With Freddy 2:
1. If Freddy is in front of you when you flash the beacon, DON’T SHOCK HIM IMMEDIATELY, wait for the room to go dark again and then shock him. Shocking him immediately with the beacon flash still illuminating Freddy will only result in him attacking you. It’s scary, but it’s the only way you can do it.
2. There can be up to 5 Freddy’s in the room, don’t let them fool you, only the one with the eyes is the real threat (an exception is one screen where a fake Freddy is directly in front of you which I can only assume is the real Freddy pretending to be a fake one).
3. Even when knowing to wait until the room is dark, shocking Freddy is still a huge gamble you have to take. Even in the most recent version the time between the room being fully dark and Freddy striking is still rather confusing, as there have been times when I have shocked him at the right time and still died.
4. The shocker recharges instantly, most likely to accommodate for the possibility of Freddy appearing right in front of you twice in a row (This has happened to me before).
5. Post Shift 1 had a similar mini-game, which is why this is considered “Fun with Freddy 2”.
6. From what I can tell, the mini-game shouldn’t even “exist” as it says that you somehow got transported to the location because of a “Glitch”.
Honestly I've never seen someone do the challenge nights in this game. It would be fun having them explained and done so we can see what else was hiding in this strange, strange experience.
True.
Man, pre-patch would have been fine, only if the Creator had sped up the walk-speed, that what makes it hard, it's basically no mistakes
I can understand the frustration of how hard the game is; massive props to you for sticking it out for our entertainment.
Hope that you felt relieved and free of the detriment of having to record this game for hours on end hoping for a good run at beating the game. Considering the hardship of surviving the bullcrap RNG you’ve had to go through. Although people will be sadistic and will want you to beat the harder nights, I wish you good luck.