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!
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.
Absolutely. One thing I couldn’t figure out for the life of me early on was how to get rid of Minater Freddy- the fact that you HAVE to return to the end of the aisle to use the drone was either not included at all or buried under so much text that I never found it. Spent so long trying random stuff until I figured it out. Not to mention how it explains mechanics that aren’t even active on the first night; in the version I played, Baby doesn’t appear on Night 1, yet it still explained her mechanics and functions as though she was. This kind of stuff is what really ruins the game; even some of the clearly BS mechanics would be mitigated if Post Shift 2 had a competent tutorial system, but it doesn’t, which just makes it a complete nightmare to play.
@@notoriousgoblin83 Oh, for sure. If the same animatronics and mechanics were paced in a way so the player could learn and mess about with a few at a time, it would make for a much better base to build off of on later nights, when the difficulty ramps up and more complex mechanics can be introduced. Of course, that’s way easier said than done- especially considering it takes up all of Post Shift 2’s 3 nights (per part) to do this in the normal FNaF games, which have comparatively simple mechanics and far fewer characters- but you’re definitely right that improved pacing alone could’ve made the game significantly better.
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.
i love the visuals here dont get me wrong, but the set pieces just feel a bit weird, the animatronics dont feel like their actively hunting you, sense they just stand their staring at you waiting, like a customer behind a counter waiting to jump at you, sure its a tad unerving, but its not as scary as watching the animatronics lurk closer to the office.
@@Sleepy_Cabbage still in both he’s kinda skilled, hideo kojima made PT a extreme puzzle horror and is loved for that game! Also FNAF point and click creep camera watching creeping horror is boring after 8 years
The saddest part is that it's mostly pacing flaws. This game has a lot of neat mechanics that seem pretty fun on their own, but due to how many of them there are at once and how fast they are all thrown at the player it is too overwhleming and difficult to deal with any of them.
you can tell the developer is very passionate, but lacks the discipline to make the gameplay more streamlined, which is something a more experienced developer would have. do you know just how much stuff gets scrapped from video games?
@@LightmareShadow exactly if they just separated the mechanics into more nights the game would be fantastic But right now it's just a finals exam disguised as a video game
Honestly yeah. If he made each part have like 5-6 nights and just made it so that the mechanics would be introduced slower it would honestly be perfect
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
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.
I feel like that with some rewriting of the code to make the RNG less punishing, as well as polishing and improving some mechanics, Post Shift 2 could have a shot of being a solid fan game. Man just needs to have a lot more playtesters. Hell, let some FNAftubers play through and take their feedback
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.
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.
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%"
Ultimate Custom Night: there are 50 animatronics but remember, they have simple mechanics! Ultra Custom Night: fuck it, over 100 animatronics, learn yourself.
You will hear 1 of every sound cues that can happen in your bedroom (look at the items for a hint of what can make sounds) and when it plays you have to either go to the left curtain, the middle curtain, the closet, under the single bed or under the double bed. In the left curtain you have to check what animal is there and identify it and confirm it by speaking into the microphone what sound it makes. On the middle curtain you have to check how many stars there are from 1 to 1000 and put the number in the calculator on your desk after 6 entries you have to determine whether its plus, minus, times or divided by to get the correct code for the epic ending. In the closet listen for a few seconds and if the A B C D song melody is playing you have to sing it in the mic with the perfect pitch if not your oxygen is decreased for 5 seconds but be careful other melodies can play such as twinkle twinkle little star (this is hard because they have the same melody). under the single bed if you see freddy or bonnie you must shout their correct pronouns or you're cancelled by twitter and if its chica or foxy you must say what their gender and sexuality is or youre dead also. Under the double bed if theres freddy and bonnie flash the light many times with each flashes must be in an interval of exactly 0.7 seconds or youre dead but if theres chica and foxy you must drink the water on your desk and spit it out at them to eletrocute them. (Notice how its "and" because if you only see one of them you must go under the bed and open their jaw to see if they chewed any of your gums if they do slap them because they didnt ask permission if they dont then leave them be and say "good boy or girl") also there's a 6% chance every second that you will have a sudden heart attack and die there is no way to prevent this as they took away your meds Edit: my d*mb*ss forgot that the ABCD song has the same melody as Twinkle Twinkle Little Star not Happy Birthday
Weirdly enough, I kinda love how bat shit insane this game is. Not in terms of playing it, but the amount of stuff you have to keep track of is just super fun to watch.
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
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.
I agree, it obviously has big flaws but the game looks fantastic. You can tell that a lot of care was put into Post-Shift 2, even if it didn't exactly come out the way Rjac wanted. I respect them a lot for that.
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
Its not just that its difficult though... There are random deaths with NO CHANCE of survival during the minigames and normal night sometimes and its ridiculous. Some game mechanics make no sense. Like with bonnie in night five, why is the low pitch button there? Why? There are some of the most baffling and stupid game decisions ive ever seen.
@@Hithere-uz6wd The guy who made this didnt have enough play testers so he couldn’t tell how hard the game was cause he knew it from the inside out so he didn’t really have someone there to tell him that somethings didn’t make sense
I would definitely not say that it's beautifully made or well fleshed out. Several of the mechanics seem to be broken or just really stupid. Not to mention the pages of tutorial that aren't even correct half of the time, which somehow still manage to be missing vital information despite being so ridiculously long. I would agree that it was an attempt at a large, complex game, but the developer was clearly not able to succeed with such a difficult project, and really should have scaled down the scope so that they could properly make each night. I think considering how vast the game is and that it was made by a single guy who didn't have nearly enough experience, it ended up much better than it should have. So props to the dev for it not being a complete mess.
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.
Also is why robots kept dying while cleaning up the Fukushima power plant waste and why so many people were happy when a robot FINALLY didn't die a single hour in.
I think the dev needed a partner or someone to help limit the ideas and keep them more in check. He could clearly make a game, but they went overboard and it became incohesive.
And a good few play testers, I think the issue was partially cause he's an indie dev it'd likely be harder to get a decent amount of play testers in order to figure out the bits that need balancing more.
@@J4CKS0N_D34R3ST Less "more playtesters" and more "WATCH the playtester and how they fail". In my limited experience doing tiny bite-sized mechanics tests and throwing my friends at them to see what sticks, playtesters are AWFUL at telling you why and where they were stuck. I always got what I did wrong within a few minutes of quietly watching my friends try out my mechanics ideas, it's really clear when someone isn't following your logic and instead gets focused on something else,
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.
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.
It feels like the dev ended up having too many ideas they liked and wanted to put into the game. While I can't speak on FNAF fangames, I know it's nothing new to tack on more things to keep track of as the game progresses, but damn man. There's like two or three additional steps you gotta go through to make one animatronic go away, and like trace said, god forbid if more than one animatronic attacks
I think this is commonly known in game development as feature creep, and it happens in the development of pretty much every game. As other people have said, more experienced developers know what to keep and what to cut, while greener devs drive themselves crazy trying to shove everything in.
i think the saddest part about this game is that it obviously has SO much love put into it. its something the creator probably loved and really thought it was okay because, when its your own game you just dont notice how difficult it gets. ill never stop being upset with how some people treat the game and rjac. yes, criticize it. yes, give ideas. but dont just needlessly say its awful and bad and is a ruined game! not @ plain obvs
my thoughts exactly. I think people are too hard on him. He knows he made an almost impossible game, and people only focus on that. I think rjac should be encouraged instead to fix things up or make something new with the criticism because its obvious that hes very talented and passionate
also, I have a very strong feeling, even with the games flaws that those who are saying the game is bad probably just suck at it and it's most likely a "skill issue."
It’s funny that the fandom will dump on some poor sod who made a mediocre fan game, but they’ll defend an actual, more serious offender and ignore all criticisms against him (Scott Cawthon).
If the dev is reading this. This is too complicated yes but you are brilliant. Use your imagination and skills to brake those ideas into smaller segments like smaller games. Don't give up this looks stunning.
@@MCTogshe must have been smoking something if he thought making all those features would be no problem to implement and then he must have been sniffing a full pound of "G-fuel" if he thought all of these were easy Literally even with a team of people it becomes painful to add one feature😂😂😂😂😂
@@ola_joao and the scares probably wore off for them cause they were used to them over time, but still I'd get tired and procrastination happy after the first feature yet they seem to have no problem with over 50 of them. Plus the story. I would try and try to come up with a intriguing story but I barely have a originality bone in my body. I couldn't come up with anything If I tried.
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.
The graphics and models are so good, which made me believe that this game was made with hard work and care into it. But man, this is also the proof that difficulty does not mean bombarding players with lots of enemies and mechanics.
@veto_5 for doing it mostly alone it's not bad But it is a little ridiculous if he had a team or a couple more people +some real play testing he would be golden
@@skullguy4863 the problem here as far as i can see is over ambition, he wanted to do a lot of things but it was way too much in a single game than a player can bear with, if he separated this in several small realeases and gave the player time to learn the mechanics in a more clear manner instead of just reading several notes this could come out better He just compacted all he wanted in a single game but forgot to think about if it was much for the player
Despite this game being regarded as the most difficult and confusing FNAF fan game out there, I can't help but give props to Rjac25 for being crazy enough to create a game on this level that is somehow beatable/functional and looks this good. I can only imagine how long it must've taken to make sure everything worked as intended. I'll admit, Post-Shift 2 is a guilty pleasure of mine since I just so happen to subject myself to REALLY difficult games. I can't say I remember how I felt playing this game but being in pure awe. xD
This game is honestly a bit tragic to me, because as a creator I feel like the most glaring problems are born out of a very genuine passion. Like with the absurd number of complicated features, I've definitely been there of getting really excited for a new idea and needing to include it even if it doesn't quite fit or leads to bloat or such. And with the difficulty I can buy a story of having a specific benchmark of difficulty being strived for that it fails to meet solely because of how intimately familiar you are with every system, and again pushing it farther until suddenly it's absurd for anyone *not* as familiar as you. Obviously this doesn't account for Every problem (looking at you, camera movement) but like. I get it.
do not believe her lies carmen the game is literally easy. Beat night 1-2 on first try and the next 3-4 in like less than 3 tries/// all of the "complicated features" are very easy to understand if you are willing to read literally 2 sentences and honestly makes the game so much cooler soooo i'd have legit recommend u play it since 80% of this video is just nonsensical nitpicks/skill issue but it seems you've already spoiled urself the vid so not really a point in it anymore I suppose. bye
@@Taylorisme449ruclips.net/video/YRMi8DbTTlM/видео.html, its not a rickroll I swear xd (replying again cuz youtube deleted my previous reply cuz it had an external link to imgur lol!!! so I made the image into a video instead)
Insane mechanics and overwhelming workload aside, it’s really cool that this game exists. Like it could have ended up like TRTF 4 and stayed an ambitious demo forever, but the dev actually finished an entire game with original models and environments and published it. Yeah he probably should have had some more play testers try it out before calling it good, but it’s just really cool that he was able to make something like this mostly on his own.
I loved the way the animatronics move even when they are in your vision, that gives a felling that they dont need to be out of your vision to get you, they are really alive
I know some people said this before, but this game feels like you put, like, 34-54 fnaf fan games into an AI. Then, asked that AI to make a fnaf game itself with 6 nights, a full story, have half of those nights with unique mechanics ever time, and multiple choice telltale style endings. Finally you get...whatever the sweet Sam hell this is...
This game feels like one of those how to draw things where it tells you on step 1 to draw the base of the drawing, and step 2 is just the finished drawing. Seriously, the absolute hellish difficulty makes this game really annoying, but difficulty aside, this game really looks amazing.
Its a shame how the thing that ruined this game was its overcomplexity, people dont think a lot about it, but there's an incredible amount of elegance in games that manage to solve multiple problems with a single mechanic, it's weird how each and every animatronic pushes the game to the extreme with a different little submenu or UI element, its just overboard, not even mentioning how there's no feasible way for you to understand the animatronics unless you read a near paragraph long excerpt about each of them.
@@sosman64I have made an essay before, they are from my experience 5 paragraphs long on average. But even stuff that are simple can be hard as hell and seem unfair, take the tubbyland archives act 1, you have to constantly keep your eyes on EVERYONE, to make sure that nobody kills you.
games can be complex, base fnaf is, the solution for it is making every night harder. Having the phone guy in the first night make the animatronics not move, that little hand holding is extremely important for the new players. And freddy that is the more complicated ones and confusing is left innactive, allowing the player to get familiar with the more common ones is good. This fangame just throws everything in your face expecting you to simply know, which is extremely common in game developing without proper testing, if they made friends or family members play before having a final result would be ten times better
@@lucky6961 base fnaf is complex, but its the type of complex that still feels manageable is the thing, any game can be complex yea, but this one went crazy, i dont think any amount of early hand holding would've helped how busy the screen looked and how many mechanics would get piled on later on
@@jitsauce522 I think that's the worst part, it creates situations where it's guaranteed loss, fnaf 4 made so only one door can have an animatronic to prevent that, this fan game just throws even more stuff as the time progresses. Truly a shame how a game with that much effort put into was so poorly designed
this is one of those games that's very impressive visually, but once you start describing it it sounds ridiculously complicated it's like one of those games where a walk through just sounds like, "you can go over to the pineapple and show it a piece of cheese, but make sure you don't show it a piece of cake, cuz if you do the first rat will appear, who isn't too big a problem, but then the second rat will appear, and once that happens you're screwed" the gameplay is just so complicated that it outshines any impressiveness the game has otherwise and certainly makes it less attractive to new players
Quick fact during the house sections in the bedroom if you look to your right to the Freddy plushie sitting on the chair and keep touching his nose it will active a mini game. It’s like a fun with plush trap mixed with sister location flash and control shock
I am proud that you took you’re time to finish a game that was considered impossible, even though you finished one ending I wouldn’t imagine someone trying to get all the ending without going insane.
I was curious about this game when it came out but nobody I watched wanted to play it all too much because it was so hard. Glad you covered it, love your videos!
as a kid I had a crazy animatronic hyperfixation thanks to being a FNAF fan and from what I know the details on remnant foxy are absolutely astounding! the way the face looks when lacking the face plate is actually really good and look hella accurate, I wonder if the dev did research beforehand, I'm guessing yes because wow that's amazing
i dont quite remember but i think astralspiff figured that in the minigame after a night, collecting a child would speed up purple guy so hed collect them right as you hit the room transition
When your game is that hard that players can’t get to the story with them taking notes on the animatronics already by how unfair the mechanics are.. that’s when you know you made Williams personal hell
If this game was buffed or fixed to be less difficult and more easier for the players I think this would be one of the best fnaf fan games out there. The 3D animation and the mechanics are amazing. I would totally play this if they fixed it.
Imo what makes a good game that is difficult is that it needs to be fun, control/gameplay that you can understand, and a satisfying end. If a game made to be hard isnt fun then there isnt any incentive to continue. If the controls are confusing or just bad, it would lead to frustration of said controls rather than the game itself. And kinda related if the game puts you in situations where you can’t beat that section of the game and you lose from it, it wouldn’t seem like a stupid way to lose and no way in your control. The reason difficult games are very satisfying to beat, is that you worked hard for it, and if a game is too hard and practically unbeatable then you’ll never get said satisfaction. Take getting over it. A difficult game with simple controls. It still gives the rage players are looking for without bombarding them with hard to remember controls.
Long story short i think a hard game should have fun and easy controls, little to nothing that can put the player in a helpless situation that they couldnt avoid, and a satisfying end. Ofc there are exceptions but yea.
another example could be hollow knight, the controls and mechanics are simple, but it's a difficult game, the thing is, it's very fun to play and it feels rewarding when you complete something, this fangame is good, but there's so many mechanics that it just gets confusing af, making that satisfaction factor go away sooner or later
Despite the difficulty, the vague tutorials on the first 3 nights, this game has amazing visuals, designs, mechanics, and the map. Everything is amazing and you can tell the developer put a lot of effort into this game. It's amazing. It should be a famous fangame.
Helpful Tip: If Minater Freddy appears in the vent, he has one of three forms. If you arrive as fast as possible, he looks normal (and requires the answers “no, yes, no, yes” in that order) and unchanged. If you are a bit slow at arriving, he will have a rabbit ear (requires “yes, yes, no, yes” in that order). If you end up arriving extremely slow, he becomes Revenant Bonnie (all “yes”).
seems like a case of the dev knowing the game inside and out and thus being insanely good at it, while the game itself is in reality absurdly hard also, maybe just me, but the walking animations seem hella nausea-inducing, i can't imagine playing it for 3 days straight good going on actually beating it, looks like it was quite the grind lol
The sad thing is this game has so much potential! The graphics and animatronic designs are some of the best I’ve ever seen in any FNAF fan game and I think it’s comparable to the creator of baby’s nightmare circus and tyke and sons lumber company.
The framework for an amazing fan game is here. The amount of potential is insane. It just needs fixing. Like you said, splitting it into two games and simplfying a few of the mechanics would help a lot. I'd love to see Post Shift 2 redone, because visually, it's one of my favorites.
As someone who when into night 1 knowing what to do, all of Part A was piss easy on patch 1.0.2, night 1 baby isn't active, and foxy only ever spawned at 5am. Night 2 baby spawned once in my multiple attempts, and night 3 REMOVED characters that were already not a challenge for me. I did give up at night 4 because I knew it would be impossible for me to get passed night 5, so excellent job man!
While I agree with the amount of tutorials being ridiculous, I actually respect how difficult this game and The Return To Bloody Nights are. A lot of FNAF fan games and maybe even the official games on some level could benefit from being a lot harder, especially the fan games. If I remember correctly Gomotion said something similar in her video on Five Nights At Candys.
Honestly he should have just marketed it as an intentionally difficult and unfair game. Like getting over it or dark souls. Rage fnaf game would have been this game's identity.
@@JV-km9xkGetting Over It and Dark Souls are fair to the player when you’re good enough. This game just likes to ram you in the ass, regardless of skill level.
I think part A alone would be a great fangame. I love the house section where you get to choose your ending while playing the game and exploring, plus the animatronics designs are stellar. It’s a same the gameplay is so hard, it could have been great as a stand-alone thing!
The no face bonnie in night 5 whenever youre leaving Bonnie's room always gets me, that motion and the camera moving makes it look like you literally just got booty slapped
this might be a weird thing, but i actually liked this game. I understand why because of the difficulty it is unappealing to many people, belive me, it was unappealing to me aswell at the start, but still, i couldnt help but to enjoy it. It is clear that Rjac did not expect the game to be this difficult once it released, and i kind of feel bad for the guy, it must have been so delusional to see all the work he put in go like this... but hopefully he will keep this mistakes in mind and use them at his advantadge if he will ever work on another project.
Yeah, to me the main issue is just... "my guy slow down you didn't have to go pedal to the metal at 12am". You can quite literally fix everything by 1 - staggering all the animatronics, introduce the animatronics one-per-hour. (the difficulty is fine for a nintendo hard game that's meant for the hardcore all-20s fans) 2a - don't throw a mechanic in and then never reuse it at all, instead thinking of ways to TWIST the mechanics and only adding a few new ones-- keep a common thread between the foxies, the bonnies, etc etc. 2b - Bonnie's mechanic being reused for the last night was GOOD design, so was Minater Baby's but both should have been identical in both situations. Puppets should also have worked just like they had previously established. 3 - (addressing this to any dev taking notes) watch the playtester and take notes, because as a dev you know your game and you'll know what they're doing wrong FAR better than they do.
This game is awesome. I love it when ridiculously difficult challenges exist and mad lads like you are able to beat it and show us how online. It's so fun to watch. Kudos to the creator, despite the problems the game has with show-don't-tell. The game is beautiful, one of the most amazing fan games visually I've seen. The protag's movements are so fluid and dynamic too.
I love this game, too, but I felt so bad when one of my favorite youtubers (AstralSpiff) actually felt sick from the camera movement on the last few nights.
It's such a shame that this game has become infamous because of over complexity and balancing issues. Because the aesthetics, visuals and animatronic designs are absolutely amazing. I hope the creator doesn't get too discouraged from the negativity and makes better games in the future from the mistakes he has learned!
This was so infuriating to watch. Everytime I thought it couldn't get worse, the game just kept proving me wrong by pulling an absurd mechanic out of nowhere. Having animatronics right at your face, twitching violently and right about to kill you, but giving you enough time to idk, guess the TikTok song or spell Yagami backwards and proceed to leave sounds so stupid to me. Also the camera movements were so exaggerated and awful, it felt like if the player had a spring instead a neck. The graphics were great tho.
This would be an amazing game if it was more like a ucn game. With all the ideas in the game makes the player overwhelmed but with a layout of ucn letting you decide who’s in what map and that it would not only feel more possible to enjoy the animatronics but keep the player interested with the many possibilities u could make
I remember sitting through Phiznoms stream when he played this game and I honestly felt bad. He beat the game within 12 hours. We play fnaf/fnaf fan games to feel the experience, not to sit through reading simulator and die 10,000 times because rng and one wrong move. I will say, it does look good visually, story and gameplay wise however is completely missed. (It was funny to me how casually bonnie slaps your ass in night five)
25:24 in case you don't know,that is exactly the same location where you play in the first post-shift game,with the only difference that the animatronics are not broken,and some mechanics that changed.
as stupid hard as this game is, i love the idea of having to use baby’s memories to subdue her. i would love a fan game where you use personal means for each soul inhabiting each animatronic to fend them off, like for example, susie could be lured into a certain room by placing a plush toy that resembles her dog that she was looking for when alive, or puppet could be calmed by playing audio clips of mike or henry through a speaker, or springtrap could be fended off by turning on a projector that makes it look like there are ghosts in a room, playing on his trauma from being springlocked. it’s a cool concept put to no good use.
The designs too especially, if you told me the animatronics in this games were from different fanmade stuff I'd believe you if I didn't know any better lmao
a lot of this game feels like a classic case of being overexcited and not realising you've added to much as when you're making the game you know how everything works so you dont realise how dense you're making everything. the "tips" being essentially a book shows that, but parts being wrong i think comes from earlier versions (before release) where it probably worked like that but then it was changed and they forgot to update. and with how dense the tips are its not suprising some parts got missed
I feel like this might be the most realistic because surviving something like this isn’t so simple, you would probably be sacred, stressed, and constantly feel like giving up and feeling like you can’t do anything when facing something as scary as this if you were put into it in real life
There's easier ways to convey that feeling other than "here's 20 different tasks that i don't even explain how to properly deal with, good luck." The game has to be fun above all else.
Dawg I truly believe that you will become one of the best FNAF utubers but I have one complaint, you should edit examples in when you mention audio cues and things like that. For example, when you mentioned the laugh cue for when reminant Freddy appears, I was hoping to hear what it sounded like. But other than that, I binge your vids while I do my homework so keep up the good work.
A bit of a heads up about Minater Baby, she doesn't appear in Nights 1 and 3 due to a patch that got added later on (she never appeared in night 1 to begin with), even then the chance of her spawning is somewhat low. But yeah, this game is pain to get through, and you deserve an award for doing so.
You know what, just based on the intro I'm going to say it. It was inevitable that someone would eventually take the FNAF formula and push it to its absolute extreme. It's absolutely valid that people have criticism of that, but I think it makes for a work of art that can be appreciated without the need for beating it. I hope others can appreciate the same sentiment.
The only reason I never finished this game is because the head movement was way to dizzying for me. I like a difficult game because they give a challenge, but god I felt dizzy probably not a good combo for me lmao, sanity draining difficulty and wild 1st person movement. I love the designs in this game, yes there are issues, but every game has its quirks this one is just- yk the true animatronic hell
I think some changes to aggression and adding checkpoints on night 6 that save would've helped out a lot. As well as separating the night 6 tutorials so that you get everything you need for that specific hour. And just tweaking the tutorials in general
I'm sure if the developer were to take a step back, reevaluate the game, tweak some of the mechanics and gameplay management, this could easily be one of the best fan games ever made
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!
JOLLIBEES PHASE 2 WHEN???
That’s OK and also I feel bad for you suffering through this Game
Dang, good luck on ur surgery also!
@@Doggynotfound Soon I promsie 👀👀
AYYYYYYYYYYYYYYYYYYYYYYYY
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.
Absolutely. One thing I couldn’t figure out for the life of me early on was how to get rid of Minater Freddy- the fact that you HAVE to return to the end of the aisle to use the drone was either not included at all or buried under so much text that I never found it. Spent so long trying random stuff until I figured it out.
Not to mention how it explains mechanics that aren’t even active on the first night; in the version I played, Baby doesn’t appear on Night 1, yet it still explained her mechanics and functions as though she was. This kind of stuff is what really ruins the game; even some of the clearly BS mechanics would be mitigated if Post Shift 2 had a competent tutorial system, but it doesn’t, which just makes it a complete nightmare to play.
*illogical
@@eros2652If it even just paced the learning of info or something
@@notoriousgoblin83 Oh, for sure. If the same animatronics and mechanics were paced in a way so the player could learn and mess about with a few at a time, it would make for a much better base to build off of on later nights, when the difficulty ramps up and more complex mechanics can be introduced.
Of course, that’s way easier said than done- especially considering it takes up all of Post Shift 2’s 3 nights (per part) to do this in the normal FNaF games, which have comparatively simple mechanics and far fewer characters- but you’re definitely right that improved pacing alone could’ve made the game significantly better.
use more commas man
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.
Dude has a future in game design. He just needs to work on balancing, as far as technical skill goes he's got that down in spades!
Agreed, the whole art design of the game looks incredible!
@@seasnaill2589 visually? sure, in any sense of game design philosphy? hell no
i love the visuals here dont get me wrong, but the set pieces just feel a bit weird, the animatronics dont feel like their actively hunting you, sense they just stand their staring at you waiting, like a customer behind a counter waiting to jump at you, sure its a tad unerving, but its not as scary as watching the animatronics lurk closer to the office.
@@Sleepy_Cabbage still in both he’s kinda skilled, hideo kojima made PT a extreme puzzle horror and is loved for that game! Also FNAF point and click creep camera watching creeping horror is boring after 8 years
It's a shame there are so many gameplay flaws in this fangame. Its visuals look fantastic!
The saddest part is that it's mostly pacing flaws. This game has a lot of neat mechanics that seem pretty fun on their own, but due to how many of them there are at once and how fast they are all thrown at the player it is too overwhleming and difficult to deal with any of them.
you can tell the developer is very passionate, but lacks the discipline to make the gameplay more streamlined, which is something a more experienced developer would have. do you know just how much stuff gets scrapped from video games?
@@LightmareShadow exactly if they just separated the mechanics into more nights the game would be fantastic
But right now it's just a finals exam disguised as a video game
Honestly yeah. If he made each part have like 5-6 nights and just made it so that the mechanics would be introduced slower it would honestly be perfect
I think this game was only designed for smart people
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
That one maze ☠️
He definitely has talent, but he doesn’t scale the difficulty correctly
the impossible game isn’t that bad at all if you have ever played geometry dash in your life
@@maxwellmegagamer8535 doesn't count,the hardest levels are made by the community
@@sosman64 how does that change my point at all
Difficulty aside, the fact that they made that many animatronics for a fan game is insane. Absolute madman.
not to be that but ultra custom night has 740+ animatronics
@@sosman64yeah, but they all have png jumpscares
@@OpalBeams they literally have no choice the engine isnt powerful enough and the game is laggy enough as it is
@@sosman64 Quality over quantity
@@sosman64Yes, and?
Man I feel sorry for this guy. No one should have to endoure something like this. Mad respect! This sounds like literal hell
You seem similar to me.
Account wise of course.
@@Mr.nobody_.1 Hello Sport
@@Mr.nobody_.1 Wait a minute...
dave. get back to work.
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.
uhyeah’s interview was also composed entirely of him ragging on an already depressed rjac about shit that can’t be changed now
@@treyebillups8602 why did they pull the game again?, I get that it was insanely difficult but it didn't seem to violate any TOS of the page
@DNI DAZ it was the creator that took it down.
@treyebillups8602 yeah I really disagree with how he handled it and it made me pretty uncomfortable, but still worth noting what he said
I feel like that with some rewriting of the code to make the RNG less punishing, as well as polishing and improving some mechanics, Post Shift 2 could have a shot of being a solid fan game. Man just needs to have a lot more playtesters. Hell, let some FNAftubers play through and take their feedback
Post-Shift 2: the fan-game where every animatronic must be dealt with via a WarioWare microgame.
This is it. This is the most accurate comment.
Also Post-Shift 2: Remember UCN? We have like half of the animatronics! Bad news, its way harder that UCN.
@@rabadoo "UCN if Scott didn't simplify/rework anything".
@@EternalTheMandarinGoddessI played every title in the series, and hah, not even close.
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.
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.
Only if you are not making a Retail Employee on Black Friday Simulator
I mean, someone already made customer on black Friday simulator. It's called Fall Guys
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%"
Ultimate Custom Night: there are 50 animatronics but remember, they have simple mechanics!
Ultra Custom Night: fuck it, over 100 animatronics, learn yourself.
You will hear 1 of every sound cues that can happen in your bedroom (look at the items for a hint of what can make sounds) and when it plays you have to either go to the left curtain, the middle curtain, the closet, under the single bed or under the double bed. In the left curtain you have to check what animal is there and identify it and confirm it by speaking into the microphone what sound it makes. On the middle curtain you have to check how many stars there are from 1 to 1000 and put the number in the calculator on your desk after 6 entries you have to determine whether its plus, minus, times or divided by to get the correct code for the epic ending. In the closet listen for a few seconds and if the A B C D song melody is playing you have to sing it in the mic with the perfect pitch if not your oxygen is decreased for 5 seconds but be careful other melodies can play such as twinkle twinkle little star (this is hard because they have the same melody). under the single bed if you see freddy or bonnie you must shout their correct pronouns or you're cancelled by twitter and if its chica or foxy you must say what their gender and sexuality is or youre dead also. Under the double bed if theres freddy and bonnie flash the light many times with each flashes must be in an interval of exactly 0.7 seconds or youre dead but if theres chica and foxy you must drink the water on your desk and spit it out at them to eletrocute them. (Notice how its "and" because if you only see one of them you must go under the bed and open their jaw to see if they chewed any of your gums if they do slap them because they didnt ask permission if they dont then leave them be and say "good boy or girl") also there's a 6% chance every second that you will have a sudden heart attack and die there is no way to prevent this as they took away your meds
Edit: my d*mb*ss forgot that the ABCD song has the same melody as Twinkle Twinkle Little Star not Happy Birthday
@@heather_foreather I know that this is a joke but I feel like a mic mechanic in a Fnaf fan game the way you described it would be pretty cool
How to beat Post Shift 2: Just don’t die! :D
@@Keeeeeeeeeeeeeee”hey foxy, lookin sharp”
*Gets jumpscared*
Man studied harder on a fan game than he did on any test ever.
This is unironically true… 😭
@@PlainTracewhen an animatronic bear is harder than a test worth 40% of your grade
@@RN-pt2xkwhen a random game is harder then a 70% grade worth test💀
@@lewilliamafton Freddy Fazbear>High School💀💀💀
@@RN-pt2xkFreddy fazbear>college*
Weirdly enough, I kinda love how bat shit insane this game is. Not in terms of playing it, but the amount of stuff you have to keep track of is just super fun to watch.
It may be super fun to watch, but I bet is painful af to actually play it.
@@KrisSystemFailure the people playing it know what they are getting into
@@sekaihokai Not when it first released lol
This is either an ADHD hell or paradise.
you will never be a woman
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
I think when you leave the room he slaps your ass as well. Pretty weird, but I’m not complaining.
@@Grizz-Barr yea i think its to help give us a little boost?? very helpful
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.
Ong
I agree, it obviously has big flaws but the game looks fantastic. You can tell that a lot of care was put into Post-Shift 2, even if it didn't exactly come out the way Rjac wanted. I respect them a lot for that.
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
Its not just that its difficult though... There are random deaths with NO CHANCE of survival during the minigames and normal night sometimes and its ridiculous.
Some game mechanics make no sense. Like with bonnie in night five, why is the low pitch button there? Why? There are some of the most baffling and stupid game decisions ive ever seen.
@@Hithere-uz6wd The guy who made this didnt have enough play testers so he couldn’t tell how hard the game was cause he knew it from the inside out so he didn’t really have someone there to tell him that somethings didn’t make sense
I would definitely not say that it's beautifully made or well fleshed out. Several of the mechanics seem to be broken or just really stupid. Not to mention the pages of tutorial that aren't even correct half of the time, which somehow still manage to be missing vital information despite being so ridiculously long. I would agree that it was an attempt at a large, complex game, but the developer was clearly not able to succeed with such a difficult project, and really should have scaled down the scope so that they could properly make each night. I think considering how vast the game is and that it was made by a single guy who didn't have nearly enough experience, it ended up much better than it should have. So props to the dev for it not being a complete mess.
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.
Also is why robots kept dying while cleaning up the Fukushima power plant waste and why so many people were happy when a robot FINALLY didn't die a single hour in.
Most people don't realize that robots are just as, if not more, harmfully effected by radiation as us.
The Detroit: Become Human nuke ending _should_ have ended with everyone dying.
It does look cool tho
@@probablyaurora It does indeed
I think the dev needed a partner or someone to help limit the ideas and keep them more in check. He could clearly make a game, but they went overboard and it became incohesive.
They could have made 2 seperate games minimum with this.
It's a shame.
@@BubblepunkAD I mean they kinda did lol
And a good few play testers, I think the issue was partially cause he's an indie dev it'd likely be harder to get a decent amount of play testers in order to figure out the bits that need balancing more.
@@J4CKS0N_D34R3ST Less "more playtesters" and more "WATCH the playtester and how they fail". In my limited experience doing tiny bite-sized mechanics tests and throwing my friends at them to see what sticks, playtesters are AWFUL at telling you why and where they were stuck.
I always got what I did wrong within a few minutes of quietly watching my friends try out my mechanics ideas, it's really clear when someone isn't following your logic and instead gets focused on something else,
@@J4CKS0N_D34R3STjust ask your friends to play your game lol
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.
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.
It feels like the dev ended up having too many ideas they liked and wanted to put into the game. While I can't speak on FNAF fangames, I know it's nothing new to tack on more things to keep track of as the game progresses, but damn man. There's like two or three additional steps you gotta go through to make one animatronic go away, and like trace said, god forbid if more than one animatronic attacks
that's the best description i've seen
Jesus loves you bro
I think this is commonly known in game development as feature creep, and it happens in the development of pretty much every game. As other people have said, more experienced developers know what to keep and what to cut, while greener devs drive themselves crazy trying to shove everything in.
@@Doo_Liss Who said he doesn't?
i think the saddest part about this game is that it obviously has SO much love put into it. its something the creator probably loved and really thought it was okay because, when its your own game you just dont notice how difficult it gets.
ill never stop being upset with how some people treat the game and rjac. yes, criticize it. yes, give ideas. but dont just needlessly say its awful and bad and is a ruined game! not @ plain obvs
my thoughts exactly. I think people are too hard on him. He knows he made an almost impossible game, and people only focus on that. I think rjac should be encouraged instead to fix things up or make something new with the criticism because its obvious that hes very talented and passionate
also, I have a very strong feeling, even with the games flaws that those who are saying the game is bad probably just suck at it and it's most likely a "skill issue."
It’s funny that the fandom will dump on some poor sod who made a mediocre fan game, but they’ll defend an actual, more serious offender and ignore all criticisms against him (Scott Cawthon).
@@ramenbomberdeluxe4958 you spelt "theft king" wrong.
Also, name one thing you think Scott did wrong, because I didn't see anything.
@@ramenbomberdeluxe4958 Scott did what wrong?
If the dev is reading this. This is too complicated yes but you are brilliant. Use your imagination and skills to brake those ideas into smaller segments like smaller games. Don't give up this looks stunning.
If it was hell for a person to even beat the game, imagine the purgatory that was actually developing it
@@MCTogshe must have been smoking something if he thought making all those features would be no problem to implement and then he must have been sniffing a full pound of "G-fuel" if he thought all
of these were easy
Literally even with a team of people it becomes painful to add one feature😂😂😂😂😂
@@CACgaming007maybe after all the months developing the game it was easier for them to get through the game because they knew all the mechanics
@@ola_joao and the scares probably wore off for them cause they were used to them over time, but still I'd get tired and procrastination happy after the first feature yet they seem to have no problem with over 50 of them.
Plus the story. I would try and try to come up with a intriguing story but I barely have a originality bone in my body. I couldn't come up with anything If I tried.
If the dev was actually brilliant, it would've been balanced way better.
Honestly tho it’s impressive how difficult the creator made the game and how he managed to come up with so many ideas and mechanics.
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.
The graphics and models are so good, which made me believe that this game was made with hard work and care into it. But man, this is also the proof that difficulty does not mean bombarding players with lots of enemies and mechanics.
And also having bullshit tutorials that explain shite.
I never thought you could make the 8 -bit animations look that creepy. The creator really put his heart into this stupidly hard game
A good artist but sadly a bad game designer still
@veto_5 for doing it mostly alone it's not bad
But it is a little ridiculous if he had a team or a couple more people +some real play testing he would be golden
@@skullguy4863 the problem here as far as i can see is over ambition, he wanted to do a lot of things but it was way too much in a single game than a player can bear with, if he separated this in several small realeases and gave the player time to learn the mechanics in a more clear manner instead of just reading several notes this could come out better
He just compacted all he wanted in a single game but forgot to think about if it was much for the player
@@veto_5762ok but why is the game so damn hard
Despite this game being regarded as the most difficult and confusing FNAF fan game out there, I can't help but give props to Rjac25 for being crazy enough to create a game on this level that is somehow beatable/functional and looks this good. I can only imagine how long it must've taken to make sure everything worked as intended.
I'll admit, Post-Shift 2 is a guilty pleasure of mine since I just so happen to subject myself to REALLY difficult games. I can't say I remember how I felt playing this game but being in pure awe. xD
The “remenant” is killing me every single time
All the models and concepts for the game are so good it’s just way to confusing and stressful I have a crazy amount of respect for you
This game is honestly a bit tragic to me, because as a creator I feel like the most glaring problems are born out of a very genuine passion.
Like with the absurd number of complicated features, I've definitely been there of getting really excited for a new idea and needing to include it even if it doesn't quite fit or leads to bloat or such.
And with the difficulty I can buy a story of having a specific benchmark of difficulty being strived for that it fails to meet solely because of how intimately familiar you are with every system, and again pushing it farther until suddenly it's absurd for anyone *not* as familiar as you.
Obviously this doesn't account for Every problem (looking at you, camera movement) but like. I get it.
do not believe her lies carmen the game is literally easy. Beat night 1-2 on first try and the next 3-4 in like less than 3 tries/// all of the "complicated features" are very easy to understand if you are willing to read literally 2 sentences and honestly makes the game so much cooler soooo i'd have legit recommend u play it since 80% of this video is just nonsensical nitpicks/skill issue but it seems you've already spoiled urself the vid so not really a point in it anymore I suppose. bye
@@caglarcodapolat You may have found it easy, but the majority found it way too complicated since there are so many mechanics bloated into this game.
@@thebushbros6626 ok but have you played it and checked that for yourself? :P
@@caglarcodapolat proof you beat it?
@@Taylorisme449ruclips.net/video/YRMi8DbTTlM/видео.html, its not a rickroll I swear xd
(replying again cuz youtube deleted my previous reply cuz it had an external link to imgur lol!!! so I made the image into a video instead)
Can we get this man A award for doing this? I just feel bad for this guy
No, lets give him a B
@@sirdramerica4243no an S+
@@thepurestvessel998 did u get the joke? there's post shift A and B there isn't any S+
If you don't get the joke don't ruin it thank you
@@a_random_bob_fan_on_youtube yeah
@@sirdramerica4243No the new part C!
Insane mechanics and overwhelming workload aside, it’s really cool that this game exists. Like it could have ended up like TRTF 4 and stayed an ambitious demo forever, but the dev actually finished an entire game with original models and environments and published it. Yeah he probably should have had some more play testers try it out before calling it good, but it’s just really cool that he was able to make something like this mostly on his own.
I loved the way the animatronics move even when they are in your vision, that gives a felling that they dont need to be out of your vision to get you, they are really alive
I know some people said this before, but this game feels like you put, like, 34-54 fnaf fan games into an AI. Then, asked that AI to make a fnaf game itself with 6 nights, a full story, have half of those nights with unique mechanics ever time, and multiple choice telltale style endings. Finally you get...whatever the sweet Sam hell this is...
if the gameplay was split into 2 games. it would work much better. at the very least it allows for night six to be 2-3 nights.
@@randomprotag9329 I don’t wanna be that guy but… it was technically split into two different exe files lol
This game feels like one of those how to draw things where it tells you on step 1 to draw the base of the drawing, and step 2 is just the finished drawing. Seriously, the absolute hellish difficulty makes this game really annoying, but difficulty aside, this game really looks amazing.
Its a shame how the thing that ruined this game was its overcomplexity, people dont think a lot about it, but there's an incredible amount of elegance in games that manage to solve multiple problems with a single mechanic, it's weird how each and every animatronic pushes the game to the extreme with a different little submenu or UI element, its just overboard, not even mentioning how there's no feasible way for you to understand the animatronics unless you read a near paragraph long excerpt about each of them.
the night 6 tutorial,is no joke,longer than the average essay. let that sink in for a moment
@@sosman64I have made an essay before, they are from my experience 5 paragraphs long on average. But even stuff that are simple can be hard as hell and seem unfair, take the tubbyland archives act 1, you have to constantly keep your eyes on EVERYONE, to make sure that nobody kills you.
games can be complex, base fnaf is, the solution for it is making every night harder. Having the phone guy in the first night make the animatronics not move, that little hand holding is extremely important for the new players. And freddy that is the more complicated ones and confusing is left innactive, allowing the player to get familiar with the more common ones is good. This fangame just throws everything in your face expecting you to simply know, which is extremely common in game developing without proper testing, if they made friends or family members play before having a final result would be ten times better
@@lucky6961 base fnaf is complex, but its the type of complex that still feels manageable is the thing, any game can be complex yea, but this one went crazy, i dont think any amount of early hand holding would've helped how busy the screen looked and how many mechanics would get piled on later on
@@jitsauce522 I think that's the worst part, it creates situations where it's guaranteed loss, fnaf 4 made so only one door can have an animatronic to prevent that, this fan game just throws even more stuff as the time progresses. Truly a shame how a game with that much effort put into was so poorly designed
this is one of those games that's very impressive visually, but once you start describing it it sounds ridiculously complicated
it's like one of those games where a walk through just sounds like, "you can go over to the pineapple and show it a piece of cheese, but make sure you don't show it a piece of cake, cuz if you do the first rat will appear, who isn't too big a problem, but then the second rat will appear, and once that happens you're screwed"
the gameplay is just so complicated that it outshines any impressiveness the game has otherwise and certainly makes it less attractive to new players
Quick fact during the house sections in the bedroom if you look to your right to the Freddy plushie sitting on the chair and keep touching his nose it will active a mini game. It’s like a fun with plush trap mixed with sister location flash and control shock
I am proud that you took you’re time to finish a game that was considered impossible, even though you finished one ending I wouldn’t imagine someone trying to get all the ending without going insane.
Markiplier -is definitely not a masochist-
You really have great sanity, considering how much time you spent on analyzing FNAF and didnt go insane, respect
Weren’t you on the uhyeah video
@zeophyte he's everywhere which is not a food thing probably
w a l t u h .
waltuh, wind up the music box waltuh. Marionette is going to kill us waltuh.
HEINZ BURGER
I was curious about this game when it came out but nobody I watched wanted to play it all too much because it was so hard. Glad you covered it, love your videos!
as a kid I had a crazy animatronic hyperfixation thanks to being a FNAF fan and from what I know the details on remnant foxy are absolutely astounding! the way the face looks when lacking the face plate is actually really good and look hella accurate, I wonder if the dev did research beforehand, I'm guessing yes because wow that's amazing
If instructions were shortened and certain mdchanics were tweaked, this could be one of the best fnaf games.
this sounds like pure insanity, well done on making it through lol
My man had to study the entire termodynamics thesis to play a fnaf game for us, respect!
i dont quite remember but i think astralspiff figured that in the minigame after a night, collecting a child would speed up purple guy so hed collect them right as you hit the room transition
Imagine the absolute hell someone had to go through to play this game through its entirety and note what the animatronics mechanics
When your game is that hard that players can’t get to the story with them taking notes on the animatronics already by how unfair the mechanics are.. that’s when you know you made Williams personal hell
If this game was buffed or fixed to be less difficult and more easier for the players I think this would be one of the best fnaf fan games out there. The 3D animation and the mechanics are amazing. I would totally play this if they fixed it.
Imo what makes a good game that is difficult is that it needs to be fun, control/gameplay that you can understand, and a satisfying end. If a game made to be hard isnt fun then there isnt any incentive to continue. If the controls are confusing or just bad, it would lead to frustration of said controls rather than the game itself. And kinda related if the game puts you in situations where you can’t beat that section of the game and you lose from it, it wouldn’t seem like a stupid way to lose and no way in your control. The reason difficult games are very satisfying to beat, is that you worked hard for it, and if a game is too hard and practically unbeatable then you’ll never get said satisfaction. Take getting over it. A difficult game with simple controls. It still gives the rage players are looking for without bombarding them with hard to remember controls.
Long story short i think a hard game should have fun and easy controls, little to nothing that can put the player in a helpless situation that they couldnt avoid, and a satisfying end. Ofc there are exceptions but yea.
another example could be hollow knight, the controls and mechanics are simple, but it's a difficult game, the thing is, it's very fun to play and it feels rewarding when you complete something, this fangame is good, but there's so many mechanics that it just gets confusing af, making that satisfaction factor go away sooner or later
I mean I don't hate on games like this due to the fact of it works but is really difficult if someone wants an extreme challenge this is it
@@puffyandjimmersI don't hate on a game for being difficult, but the potential for UNWINNABLE situations shouldn't exist.
Despite the difficulty, the vague tutorials on the first 3 nights, this game has amazing visuals, designs, mechanics, and the map. Everything is amazing and you can tell the developer put a lot of effort into this game. It's amazing. It should be a famous fangame.
Night 5 bonnie mechanic is bullshit. And night 6 bonnie. Other than that, it just needs a lot of time to learn everything
Helpful Tip: If Minater Freddy appears in the vent, he has one of three forms.
If you arrive as fast as possible, he looks normal (and requires the answers “no, yes, no, yes” in that order) and unchanged.
If you are a bit slow at arriving, he will have a rabbit ear (requires “yes, yes, no, yes” in that order).
If you end up arriving extremely slow, he becomes Revenant Bonnie (all “yes”).
seems like a case of the dev knowing the game inside and out and thus being insanely good at it, while the game itself is in reality absurdly hard
also, maybe just me, but the walking animations seem hella nausea-inducing, i can't imagine playing it for 3 days straight
good going on actually beating it, looks like it was quite the grind lol
The sad thing is this game has so much potential! The graphics and animatronic designs are some of the best I’ve ever seen in any FNAF fan game and I think it’s comparable to the creator of baby’s nightmare circus and tyke and sons lumber company.
The framework for an amazing fan game is here. The amount of potential is insane. It just needs fixing. Like you said, splitting it into two games and simplfying a few of the mechanics would help a lot. I'd love to see Post Shift 2 redone, because visually, it's one of my favorites.
This feels like giving a NASA admission exam to a newborn baby
I love how when you scare away an animatronic, they just are like "understandable, have a nice day" and just calmly walk away.
how come im only NOW finding your channel???? these videos are gold!
As someone who when into night 1 knowing what to do, all of Part A was piss easy on patch 1.0.2, night 1 baby isn't active, and foxy only ever spawned at 5am. Night 2 baby spawned once in my multiple attempts, and night 3 REMOVED characters that were already not a challenge for me.
I did give up at night 4 because I knew it would be impossible for me to get passed night 5, so excellent job man!
This was certainly a kind of "you tried" type of game where you can definitely see what he was trying to do, but in execution, just couldn't get it.
i have to say, they really did get the visuals right, but the mechanics, nooot soo much... but it's such a cool concept
It sucks knowing how much effort + artistic direction this game had but fell flat simply for having balancing issues
@@IJustAnimateThatsTheJist Fr this shit is gorgeous.
While I agree with the amount of tutorials being ridiculous, I actually respect how difficult this game and The Return To Bloody Nights are. A lot of FNAF fan games and maybe even the official games on some level could benefit from being a lot harder, especially the fan games. If I remember correctly Gomotion said something similar in her video on Five Nights At Candys.
Honestly he should have just marketed it as an intentionally difficult and unfair game. Like getting over it or dark souls.
Rage fnaf game would have been this game's identity.
@@JV-km9xk nobody likes an unfair game. Those 2 you mentioned weren’t unfair, this game just randomly decides to kill you.
@@JV-km9xkGetting Over It and Dark Souls are fair to the player when you’re good enough. This game just likes to ram you in the ass, regardless of skill level.
@@brawler5760 Fromsoft games in general when it comes to the you git gud. moment.
I think part A alone would be a great fangame. I love the house section where you get to choose your ending while playing the game and exploring, plus the animatronics designs are stellar. It’s a same the gameplay is so hard, it could have been great as a stand-alone thing!
I like how you need to provide emotional support to Miniature BB by crawling next to it under the table and finding a good memory to show it
The no face bonnie in night 5 whenever youre leaving Bonnie's room always gets me, that motion and the camera moving makes it look like you literally just got booty slapped
this might be a weird thing, but i actually liked this game. I understand why because of the difficulty it is unappealing to many people, belive me, it was unappealing to me aswell at the start, but still, i couldnt help but to enjoy it. It is clear that Rjac did not expect the game to be this difficult once it released, and i kind of feel bad for the guy, it must have been so delusional to see all the work he put in go like this...
but hopefully he will keep this mistakes in mind and use them at his advantadge if he will ever work on another project.
Yeah, to me the main issue is just... "my guy slow down you didn't have to go pedal to the metal at 12am".
You can quite literally fix everything by
1 - staggering all the animatronics, introduce the animatronics one-per-hour. (the difficulty is fine for a nintendo hard game that's meant for the hardcore all-20s fans)
2a - don't throw a mechanic in and then never reuse it at all, instead thinking of ways to TWIST the mechanics and only adding a few new ones-- keep a common thread between the foxies, the bonnies, etc etc.
2b - Bonnie's mechanic being reused for the last night was GOOD design, so was Minater Baby's but both should have been identical in both situations. Puppets should also have worked just like they had previously established.
3 - (addressing this to any dev taking notes) watch the playtester and take notes, because as a dev you know your game and you'll know what they're doing wrong FAR better than they do.
This game is awesome. I love it when ridiculously difficult challenges exist and mad lads like you are able to beat it and show us how online. It's so fun to watch. Kudos to the creator, despite the problems the game has with show-don't-tell. The game is beautiful, one of the most amazing fan games visually I've seen. The protag's movements are so fluid and dynamic too.
I love this game, too, but I felt so bad when one of my favorite youtubers (AstralSpiff) actually felt sick from the camera movement on the last few nights.
The movement isn't exactly fluid. It's realistic, yes. But that makes it very shaky and both confusing an nauseating
It's such a shame that this game has become infamous because of over complexity and balancing issues. Because the aesthetics, visuals and animatronic designs are absolutely amazing.
I hope the creator doesn't get too discouraged from the negativity and makes better games in the future from the mistakes he has learned!
This was so infuriating to watch. Everytime I thought it couldn't get worse, the game just kept proving me wrong by pulling an absurd mechanic out of nowhere. Having animatronics right at your face, twitching violently and right about to kill you, but giving you enough time to idk, guess the TikTok song or spell Yagami backwards and proceed to leave sounds so stupid to me. Also the camera movements were so exaggerated and awful, it felt like if the player had a spring instead a neck. The graphics were great tho.
The visuals in this game are amazing. One of the best looking fan games I've seen
This would be an amazing game if it was more like a ucn game. With all the ideas in the game makes the player overwhelmed but with a layout of ucn letting you decide who’s in what map and that it would not only feel more possible to enjoy the animatronics but keep the player interested with the many possibilities u could make
They could also keep the story of the game with the ucn point system, the higher amount of points u beat it with the better of a ending u work to
Oh man i feel your pain about the wisdom tooth removal, im currently trying to get an
appointment for mine to be removed.
Hope everything goes well with the surgery!
Just as you wer talking about the freddy who crawled out of the vent my headphones made a loud sound which made me jolt😂
i just have to say, the game looks beautiful, i can see that the creator put a lot of effort on the character designs and models.
Honestly, if the game was less confusing and unfair it could be one of the best fan game ever
I remember sitting through Phiznoms stream when he played this game and I honestly felt bad. He beat the game within 12 hours. We play fnaf/fnaf fan games to feel the experience, not to sit through reading simulator and die 10,000 times because rng and one wrong move. I will say, it does look good visually, story and gameplay wise however is completely missed. (It was funny to me how casually bonnie slaps your ass in night five)
How Bonnie what
@@candylide sussy bonnie
Rjac25 is planning to make a part C of this game. He said it will take place in the house. Also yes, this was difficult at first few weeks.
The. What.
I dont think hes actually planning on it? I think he said something like "If i make part C, itll take place in the house"
If true, good for him for still making games. Game dev is hard work and maybe he'll find more play testers
25:24 in case you don't know,that is exactly the same location where you play in the first post-shift game,with the only difference that the animatronics are not broken,and some mechanics that changed.
as stupid hard as this game is, i love the idea of having to use baby’s memories to subdue her. i would love a fan game where you use personal means for each soul inhabiting each animatronic to fend them off, like for example, susie could be lured into a certain room by placing a plush toy that resembles her dog that she was looking for when alive, or puppet could be calmed by playing audio clips of mike or henry through a speaker, or springtrap could be fended off by turning on a projector that makes it look like there are ghosts in a room, playing on his trauma from being springlocked. it’s a cool concept put to no good use.
i feel so bad for the developer, but holy.... this game is just pure chaos
Post Shift 2 looks like a fuck ton of fangames placed in a single one, not kidding.
Night 6 alone could be a whole fangame itself
The designs too especially, if you told me the animatronics in this games were from different fanmade stuff I'd believe you if I didn't know any better lmao
I think this might be the first time I've seen a goddamn FNAF fangame with raid mechanics.
a lot of this game feels like a classic case of being overexcited and not realising you've added to much as when you're making the game you know how everything works so you dont realise how dense you're making everything. the "tips" being essentially a book shows that, but parts being wrong i think comes from earlier versions (before release) where it probably worked like that but then it was changed and they forgot to update. and with how dense the tips are its not suprising some parts got missed
It takes guts and patience to beat such confusing and rage-inducing game, so I’ll give you props for completing the whole game.
this game looks nice, the reputation of this game isn’t fair for the love put into it. on the bright side, this is a good learning experience! ^^
it took me a month to beat post shift 2. I can understand your pain
MEET THE SNIPER
DUN DUN DUN DUN DUN DUNNNNNNN
Snipin's a good job, mate!
I dont guarante you wont go angry
Cause’ at the end of the day and there’s atleast two people on this planet; someones gonna want someone dead
Feelings? You know who has a lot of feelings. Blokes who bludgeon their wives to death, with a golf trophy. Professionals have standards.
this game looks so good with its animatronic designs and the maps your character is put in, its such a shame the game is so hard and stress inducing.
I feel like this might be the most realistic because surviving something like this isn’t so simple, you would probably be sacred, stressed, and constantly feel like giving up and feeling like you can’t do anything when facing something as scary as this if you were put into it in real life
You have to keep in mind that realism is not always good.
There's easier ways to convey that feeling other than "here's 20 different tasks that i don't even explain how to properly deal with, good luck." The game has to be fun above all else.
Dawg I truly believe that you will become one of the best FNAF utubers but I have one complaint, you should edit examples in when you mention audio cues and things like that. For example, when you mentioned the laugh cue for when reminant Freddy appears, I was hoping to hear what it sounded like. But other than that, I binge your vids while I do my homework so keep up the good work.
A bit of a heads up about Minater Baby, she doesn't appear in Nights 1 and 3 due to a patch that got added later on (she never appeared in night 1 to begin with), even then the chance of her spawning is somewhat low. But yeah, this game is pain to get through, and you deserve an award for doing so.
I feel your pain. It took me almost 5 days to finish. However, I think this game is great.
You know what, just based on the intro I'm going to say it. It was inevitable that someone would eventually take the FNAF formula and push it to its absolute extreme. It's absolutely valid that people have criticism of that, but I think it makes for a work of art that can be appreciated without the need for beating it. I hope others can appreciate the same sentiment.
The only reason I never finished this game is because the head movement was way to dizzying for me. I like a difficult game because they give a challenge, but god I felt dizzy probably not a good combo for me lmao, sanity draining difficulty and wild 1st person movement. I love the designs in this game, yes there are issues, but every game has its quirks this one is just- yk the true animatronic hell
I think some changes to aggression and adding checkpoints on night 6 that save would've helped out a lot. As well as separating the night 6 tutorials so that you get everything you need for that specific hour. And just tweaking the tutorials in general
There is actually a sound cue for baby when she spawns in Part A but it sounds similar to Minater Foxy but hollower.
36:25this confirms that the creator wanted as many ideas as possible and see what's good and what's not
I'm sure if the developer were to take a step back, reevaluate the game, tweak some of the mechanics and gameplay management, this could easily be one of the best fan games ever made
The best beta tester is the free one who makes an hour long in depth video about the game