4:05 I'd argue that his third attack, Freddles, should count as a bite attack because the Freddles bite any target they hit and every attack has three attributes.
Another quality of life would be a encyclopedium of all the enemies to know what every single one does, sure its kinda straightforward, but would be a very nice addition
Hey Rat!! I just want to say I absolutely LOVED this video in both its concept and execution. You gave the perfect amount of detail in your suggestions! I am the creator of a FNaF fan-game, soon-to-be franchise on Scratch called Molly's Party Plaza. The second game is set to release in 2024, and after that, I plan to begin working on my own take on FNaF World featuring my own cast from Molly's, and I was wondering if you'd want to get in touch and collaborate on the project? I'd love to take your ideas and implement them into a real game being brought to life!
You can tell FnaF world has some left overs from the desolate room and desolate hope with its RPG system since Fnaf world's entire combat system is essentially just that but dumbed down for ease of use. So, congrats, you've both created semi-decent ideas for two of scott's other games as fnaf world. Personally I think the attribute system is a good idea as well as customizing Freddy to be a more jack of all trades or.... ring leader. The main man Faz himself leading the gang no matter what but I feel that the whole 50% more damage should be more akin to 25% for both enemies and your party. Dealing constant double damage in such a fast-paced RPG system will overshadow the enemy variety as, Pulsar from the desolate hope, is a key example of this with his healing move 'Cosmic sponge' and you've inadvertently walked into that with specifically the healing attribute on the enemies side. Otherwise, great video. Take a like rat enjoyer.
Desolate games mentioned! You know I never put it together that the reason I'm both a Desolate and Fnaf World megafan is because they share a combat system. Well, maybe not *the* reason but still a through-line.
Custom Freddy makes so much sense and leaves so much creativity for battles and brings unique strategies and actual ADDS more space in your party because Freddy can take ANY role in the party
Honestly I agree! It would genuinely make sense and more fun to have the choices to have as Freddy this way! Or aka Custom Freddy. Because you’re now the leader and have the choices what to do to help your gang. Even yourself to become more stronger with whatever combo fits best. I don’t know if this was mentioned yet. But think it would add that character charm too, hear me out. in a way to show Freddy as not just as a character. Yet a leader, an adventurer and a determined animatronic bear in this game. Of wanting to help however way possible for his gang and for many others! I would even imagine it would make the interactions more interesting too. For we get to choose what to say or what we do!
Another thing that I find cool is that it means you'll always have a party member that isn't underleveled, as you'll be of course changing characters for the party, and you don't have to remove Freddy at all for that
9:04 Consider this: Being able to see each characters' Speed Stat in the form of a loading bar next to their health or something like that. So you can SEE them recharging and you know how long you have to wait before each character is ready to attack again.
what you did with gift boxes kinda does nothing tbh. gift boxes isnt good because of the healing it gives, its good cause its a revival no matter how much damage you take. in the late game, you *will* be one shot by enemies, theres no getting over that, so whether you have 50 or 100% hp, you still get one shot, and gift boxes continues to be op.
yeahhhh tbh I wanted to nerf giftboxes a lot more than I ended up doing. I originally wanted Giftboxes to act more like Substitute from pokemon, where it takes some damage (maybe around 50% of the users Max HP) before eventually breaking. But I got kinda scared that people wouldn't like it because it would be so heavily nerfed and less op.
@@RatEnjoyer1256 but making a substitute with 50% hp is LITERALLY the same thing as reviving them with 50% hp no? With the substitute you are still getting that second life/chance with 50% of your hp, you only rewording how you say it. Now thinking about it there's not really a good way to nerf this ability.
@@RatEnjoyer1256that's essentially identical to what you provided and the original commenter's point still stands lol. basically every late game enemy one shots which makes any hp% basically useless. could be a good nerf in early game if you get auto giftboxes or a giftboxer earlier than expected but outside of that, where the game isn't even hard enough to really need gift boxes, it's pretty much a useless nerf.
@@garfieldlovr3704 @FudgeFace-kt7wx Thing is this would require you to be above 50% hp. This would just stop bosses from one shotting you and make healing way more relevant because you could only use gift boxes once the entire battle otherwise
@@Oneandonly-xg6iuthis idea is just kinda terrible, for fnaf world final bosses you have your attacking characters, and then your gift boxers, that's it, your either using a damaging move or gift boxes, what this changes is forcing you to use a healing move, aka happy jam 2 INSTEAD of gift boxes, leaving your party defenseless, and you better hope the next character it chooses has gift boxes otherwise your most likely cooked... Also if gift boxes works like a substitute where it takes 50% of your hp, how TF DO YOU REVIVE WITH IT? can't take 50% hp from a DEAD party member, or is that meant to be the change? If you die, you die? either way, you physically cannot change this move without reworking something else...
I agree FNAF world is also one of my favorite games but yeah the combat definitely needed an upgrade. There are also moves like ibeam where depending on where you put the character sometimes just won't hit enemy
Honestly, even though I'm a FNAF World mega fan, I will admit there are some flaws with the game that make it feel semi repetitive and make it to where you really just want to go for the strongest attacks. I think a funny thing about this video, is that I am currently making a game HEAVILY inspired by FNAF World, and I even considered an enemy traits system, where some attacks deal more damage, so this really reassures me that its a pretty good idea, reinforced by how well you described the system. Also I don't want it to seem like I'm just stealing your ideas and passing them off as my own, if you want I wouldn't mind crediting you as inspiration/ideas for the game, especially since its gonna be hard to get some of these ideas out of my head after watching this.
While I like the custom Freddy idea, I still want the option to use other characters in the first slot. Just for the sake of perfectionism. Overall, sounds good. Let's hope for the FNaF World update 3/revisited.
the only "hear me out" i was willing to listen to i was sold when you said it was one of your favorite games a hardcore fan is always more critical for the better
To practice my game dev skills, I've been thinking about working on a FNAF World remake/remaster. Your ideas are absolutely going into my plan for the remake. Even though I'm a big fan of FNAF World, I won't be the first to admit that it has some very repetitive gameplay and shallow mechanics. Seeing someone actually come up with smart ways to address these problems is really cool. Excellent video!
I love the ideas that are shown in this video. But, personally, i think that the attribute specialty mechanic would kinda overwhelm the gameplay? The thing i liked about original fnaf world gameplay that it has never needed the introduction for each new character. Like, of course phantom freddy is a debuff character, you could understand it from the moment you saw that all three abilities are debuffs or that the puppet is RNG based character or the endo is a support character etc, it didn't needed any unnecessary labels for that, since you could understand everything from 3 abilities and that simplicity is honestly seems perfect to me in terms of gameplay. I really like the idea of putting attributes on abilities, but putting them on characters seems just to overcomplicate things that will take much more trouble to introduce to the player. Plus i don't think that i understand how that will balance the gameplay, like, at all? Taking nightmare fredbear as the example, we have a permanent damage boost on his 2 abilities based on his bite attribute, which makes theese abilities kinda useful at most of the times and his freddles ability is being kinda useless at most of the times? I guess there are rare occasions when enemies will be specificaly resisting the bite atributte and will be weak to the whatever the freddles attribute is, then yeah, the freddles ability will be better to use. But overall the bite abilities still mostly overshadows the freddles ability, since they are generally more useful. Plus the attribute specialty mechanic really goes against the characters, which gimmick are to take multiple tasks. Take bonnie for example, despite him having 2 attacking abilities, he also has happy jam, which can be useful, as healing is not his whole purpose, but he still can do that on diffirent occasions of the battle. With attribute specialty mechanic though, bonnie's happy jam would be mostly useless, like, why would i use it, if bonnie has different attribute? He supposed to attack, not to heal. For healing we have chica, who's whole purpose is only to heal and do nothing more. And so bonnie has time to shine in healing only if healing specialty character is dead. It honestly would make most of the gameplay regarding characters feel bland and the repetitive, as their huge power boost in their attribute is their only purpose and task. I'm really sorry if i did missed something in the video regarding the attribue specialty, i just felt to point out some things. This is still a really good video, the ideas are really great. :)
I don't think it would necessarily complicate things, it's like adding a typing to Pokemon. Pikachu uses mostly electric type moves, and having an electric typing gives an inherent boost to the damage output of all electric type attacks. That's how I see it, at least. Addendum: This would also grant party members vulnerabilities to enemy attacks, which I think would be a necessary added layer of complexity as it encourages building parties and rebuilding parties to suit each battle on a case by case basis.
I just feel like an attribute specialty would make some good characters impossible to use in the endgame because most the enemies will resist to them forcing you to use the same team use the characters that would be considered meta (which in general it's more fun to use good characters you like)
I have an idea for redesigned springlocks, it stays on the enemy for about 15 seconds (can be increased by levelling) and everytime any attack hits an enemy it would do 100 damage, basically favoring strategies with multiple projectiles like freddles and pizzawheel.
For the attribute system, there should be an indicator next to each attack indicating if they are effective or ineffective against the enemies, since it'd be a lot to remember and process otherwise on the spot. Maybe for battles with multiple enemy types it could show only when you have a specific enemy targeted
5:52 oh that sounds a bit similar to golden bouncepot from fnaf world simulator a character from a fangame that is customizable but costs faztokens to actually, you know, customize
The way Fnaf World plays, reminds me of Final Fantasy XIII ATB combat... The pacing is set, the characters have unique abilities, and the biggest difference is that you are roleplaying as ONE " _Paradigm Shift_ / Gear Shifting Driver" of three characters you choose.... You only control the abilities, not the characters However, the game instantly ends when the team leader/driver ******** dies and the car crashes into the "Game Over" screen. Old school JRPG parading as new standard for the FF series back in 2000's, stagger gauge, linear maps, and yes, instakills like _Death_
This taught me alot about making balanced RPGs. I don't exactly make games, but I love writing combat systems for games I would make if I could in my notes app, amazing video
FNAF World is actually the root inspiration for one of my favorite dream projects of all time. So I thought I would just share my thoughts on how I evolved the battle system. Cast: Firstly, 8 characters. It just makes more sense considering its its own universe. Instead of having characters that are just better than one another, you have a small group that levels up with the game. These characters are of course the Tank, Crippler, Stunner, Support, All-rounder, Brawler, Toxic Damage, and Gunslinger. A smaller cast also allows for a skill tree! Combat: Combat has a lot more focus on quick thinking, you're thrown into the thick of it and must figure the weakpoint in the trio of enemies thrown at you. Each character has their own independent timers, and don't need to take turns. This is so you can make setups, time comebacks, and generally I think its more interesting. Composition: Every character has one attacking move that is like no other, they then have two other moves to fit their class, some of which may be able to do damage. These moves are upgradable late into the game. For example, Sir William the Tank has the moves, Slash, Heal, and Steel Guard. Which become Mega Slash, Hyper Heal, and Steel Tank. (In stead of 1, 2, Mega, its Base, Mega, Hyper, name changes indicate mechanical upgrades) Targeting: When a character has a move ready, tap the move you want to use and drag it to the enemy you want to target. Similarly, drag a buff to the ally to inherit it. Attributes: I found that making one work was quite confusing, and not very compatible with a small cast. However I did incorporate... Range: Simply, enemies in the back can not be hit by melee moves until all enemies infront are defeated. You can also position your team to take advantage of this mechanic. Theres lots of other little stuff but that's the important stuff.
Ive always kinda had this one vision for a better fnaf world since i played this one game a few years back called Monster Lab, an rpg game on the wii where you create a Frankenstein monster out of parts you get from defeated enemies, able to make many different heads, torsos, legs, and arms to put together on your monster and each part having their own move. So you could have a pair of legs with a shield or evasive move, a left arm that shoots fire, a right arm that just punches, a head that shoots lasers, etc. and the enemies would have a similar configuration and you could target and destroy certain parts of them to disable their own moves (or they could do that to you). It also has a type system of mechanical, alchemical, and biological body parts. I really suggest trying the game if you love rpgs cause its super creative and wish there was another game like it. Er, back to fnaf world, i think a system similar to Monster Lab would fit it super well, customizing the parts of your animatronic to make the ultimate animatronic, like how you could customize the animatronics in special delivery. An additional idea of how itd work is maybe collecting and swapping out parts of the same character, so you could have a freddy team member who has some glamrock, toy, phantom, withered, or other parts composing him; i dont know how itd work for characters that arent freddy, bonnie, chica, and foxy, but maybe theres a fifth team slot and those other characters can be uncustomizable but still interesting “preset” characters
FNaF world was my favorite game for a long but really long time. Since it released i LOVED it, it was so simple, easy to understand, (And easy to hack)
Personally, instead of attributes making the whole thing complicated, I'd simply adjust the damage values on single target attacks to make them more compelling, or make single-target attacks ignore some amount of armor so that they are good to use against boss enemies. As it is now, mic toss seems to do about 125% of the damage a single pizza from pizza wheel I, but if you buff that up to 200% then suddenly it become a lot more compelling to use in a fight against one target.
When you started the video by saying that you like the realtime fights I was not expecting to agree with you because that'd be the first thing I'd change. However, you actually won me over with your attributes system and even custom Freddy. I hope someone from the modding or fan game community finds this and makes it real. Fnaf world 2 has gotta happen
Halfway into the video, i just wanna say, i like but also don't like the freddy idea, i think the reason Freddy is always on the lead of the team and such should be more of him being the leader, if he's not part of your team he would be in battle but behind everyone else and all the danger, basically telling your team what to do, what moves to use As for the custom moveset, i think that should be something else, something completely different, maybe have someone like lolbit take your no.1 blue team member and have you pay a big amount so you can edit one of their attacks and make it any attack you want (that you have)
As a long time RPG fanatic and general FNAF observer I've always been quite interested in scott's RPGs while also really disliking how they actually play. Scott has a lot of interesting ideas with very flawed execution and it's kind of a shame, I've contemplated trying to deconpile and mod FNAF world at some point to tweak it but I'd rather work on my own things, I did make a list of features I'd want to see added though. 1) animatronics found in the overworld instead of after random battles 2) some way to keep past characters relevant instead of being overshadowed by the higher tier ones, maybe give them all a fourth unique move you'd at least consider even in high level parties? 3) keyboard keys for choosing moves in battles to make battles faster without requiring high mouse precision 4) complete rework of the broken stuff like mimic and gift boxes for obvious reasons To me the most interesting thing in fnaf world is the team switch mechanic so I'd also love to see more ways to interact with that like passing buffs between teams or passing damage to them so they can serve as tanks. If I was really allowed to run wild I'd even let you make a third team and have some way of encouraging the player to constantly switch like passive healing for the inactive teams or changing enemy phases that require different setups. Overall FNAF world is a game I heavily dislike but it lives rent free in my head so I gotta at least give it that.
I think getting rid of the worry in fnaf world battles would take a lot from them, a custom freddy is a super cool idea although I think locking certain moves to levels on freddy would make it more intresting and less broken. Something else I would add Is making the Halloween characters hidden in world 5 not only does it fit the theme but it makes you have to actually play most of the game without the most broken crap Great video!
honestly great ideas! i also love fnaf world, and i would gladly welcome these changes. however, the perma-freddy does seem kind of unnecessary, but i do have to point out the great editing on this vid!
When you mentioned tank enemies, in the enemy variety section might I suggest a Row mechanic. In case you are unfamiliar enemies in front of other enemies would protect each other. Some attacks like bite would be melee range meaning they can only attack the front most enemy in a row, mic toss however is ranged, and can target back row enemies, even if another enemy is in front of them. Pizza wheel is an AOE but it might only hit enemies that are in the front of their respective rows.
I gotta say, i absolutely love it when people fix undesirable aspects of their favourite games, especially the combat systems. I have many Google docs that are probably tens of thousands of words long just full of my ideas and proposals of how I'd fix the combat systems of my favourite games. I really love your ideas, especially the attribute system. Though i have a few things I'd like to add; A custom character status should be reserved for a more "special" character, like Lolbit if they were playable. I get why you chose freddy, but i think Lolbit would be more fitting in my opinion. If it were up to me, I'd rebalance every move in the entire game to make them atleast somewhat balanced with each other, that would open the door for so many new party customisation freedom. You have all these characters in the game, but you'll probably only ever use the characters from the last 2 or 3 rows because the game has to scale in this shallow way for some reason. What if they instead power scaled by level? That'd make the level system actually prevalent, though i suppose we'd also have to fix the levelling system so it's actually functional. Especially with the attribute system you proposed, you'd definitely want as much diversity as possible within a team. I want teams with both Balloon Boy and Spring Bonnie both being on equal footing, not one of them doing like 30 damage and the other doing 900. I firmly believe that the base for what makes a combat system fun is rich customisation. Each enemy has a unique attack instead of generic tackle. A boss rush mode so you can have all fun you want with the custom teams you make. The bosses in this game definitely need some work. i suppose a short answer would just be to implement what you suggested for the regular enemies. Perhaps they'd all have 3 different moves to pick from. Balanced bytes and chips. Maybe give some of them more dynamic effects that interact with the party, further boosting the customisation theme. The pizza wheel chip could empower the pizza wheel attack for example, or the healing byte improves all healing by 25% on top of what it already heals. Hopefully you enjoyed reading my brain dump, i have permanently tainted my psyche by obsessively thinking about how I'd improve game designs for months. The more you think of ways to improve something, the more broken it reveals itself to be. I suppose that's how innovation happens.
Having Freddy locked in your team and being able to learn whatever move reminded me a lot of Persona. You are always forced to have the leader but because he can have any move he can be any play style.
Would be nice if there was like a book that tells what abilities every enemy and boss in the game has after you confront him (meaning you don´t have to win to it to get the description) that way you could go to a boss, and if you lose you can see his type, what´s strong for and weak for, or made it so it´s visible in the battle somehow, in general i love all your ideas, they are very creative and i would love to play fnaf world with them, still the first lines of character will still be overhelmed by the overpowered late character but they might get more use with the atributes and a more interesting gameplay to strategize!.
Your ideas are absolutely amazing and 100% have to be in a FNAF world remake, but I would also like to add that you could make any Freddy variant the leader. Less spriting to do and would do good.
A little setting i'd add would be "Disable flashing lights" which... Its kind of obvious, but it'd be a beautiful QoL change That and maybe an option to play the game in a more similar traditional turn RPG I'd be more than happy to see a second part of this video, if that's not too much to ask! Fnaf world was one of my most played games back then, and seeing someone so enthusiastic about it makes me happy
Honestly? I love that you made this! I don't know how big a market for fnaf world critiques and modifications there is, but as someone who LOVES FNaF World i really appreciated that you made this because watching someone who is so passionate about a game they like thta they would make a video like this for fun is super cool!
the only thing I would change from this is making enemies resist 65% damage of resisted attributes so in the case a character's specialty is resisted (at least regarding damage dealing abilities) they can use a different ability and still be able to do something since 0% is greater than -15%
1) Attributes sounds like a fun idea as long as there aren’t too many 2)Specialties, same as above 3)Freddy solution doesn’t sound that fun honestly. Instead have a select few who can walk in the over world, missing children +puppet + springtrap and whoever is leader decides which it is. Nightmare bonnie will show bonnie, springbonnie will show springtrap etc. 4)Enemy variety… nah, at least not how you showed it. Maybe similar to pokebattles where a pokemon calls for help and a select few show up, but not kitting them with a working team. They r supposed to be wild not smart 5)Gift boxes are to be left alone, unless we want to rework most of the battles because they are the only way to defeat some enemies These are all just my opinion and your video was very good!!!
This is perfect for a mod (maybe not a replacement) for the game. Except for the instakill nerf, they’re barely good enough to justify a nerf, especially one that’s THAT crippling. Otherwise, nice work!
fnaf world might be my favourite fnaf game, it’s so nostalgic to me and just feels so comforting. I’m happy there’s other ppl out there who love this game
Technically, a Heal/Buff character using Gift Boxes would only heal 75% due to how percent increases work (I also think this works better balance-wise)
Very neat changes. I like most of them, including the gift box nerf, but I strongly disagree with the insta-ko move nerfs. Having a move not do anything feels bad, but having it hit your team and OHKO them? That's just not fun. Even if theoretically balanced, it's generally not a good idea to let enemies/bosses heal, use OHKOs, or stall. Those are things usually afforded just to the player. After all, it's not alot of fun to instantly lose a fight because the game decided a OHKO move hits you, and now you need to restart the whole thing. In a party centric game like FNAF world, it might be more ok to do, but it's not a change I would want to have to play with... Other than that, really great video. FNAF world has always been pretty neat to me, and I'm glad people still talk about it.
Most importantly: Add charge meter and ready meter from The Desolate Hope for both your characters and enemies and increase amount of moves for each character from 3 to 10, the stronger the move, the more charge it will cost, there will also be moves that will affect both charge and readiness, similar to Bio-Beta's moves
fnaf world youtubers often rely on the full deck customisability for challenges removing that would give less of a reason to play, by forcing freddy on a deck. a better idea imo would be forcing a variant of freddy (norm, withered, phantom etc...) and they all have different moves they can learn.
Another great addition for custom freddy is having an option to basically choose who is going to be custom, this would only be limited to the original 4 animatronics meaning the overworld sprites and other stuff that is normally freddy would instead be bonnie, chica, or foxy. This choice is for the beginning of a save file so choose wisely since you wont be able to change it, there could even be a difference in story depending on who you choose which would add a lot of replay value. There should also be skins for getting achievements/milestones with a character like completing the game on normal mode would give them a party hat, completing the game on hard mode unlocks a golden skin (or any type of special skin) for them, defeating security owl in general would give the character a security owl look, ect. Another thing, temporarily disabling the Halloween area's secret entrance until the player unlocks all the overworld characters on that save file would be a completely fair nerf because the people there are so overpowered it makes the game way too easy.
FELLOW FNAF WORLD ENJOYER!!! fnaf world is actually my favorite fnaf game and has been since it released- since it was the one games younger me could play without having to deal with my crippling anxiety. so it’s pretty obvious why i hold it so near and dear to my heart. i hope for the day we get a fnaf world 2…
this video is one of those video i find AMAZING! i always tough of a better fight system and you did it perfectly and tbh fnaf world has too much hate yes i known the game isnt the best quality but the soundtrack animations and style are really good and tbh in my opinion make the game enjoyabole [sorry if i misspelled sommething im not english );]
Another thing:i feel like the stronger varients of moves (all the 2s) should have a downside that isnt with the original version of the move, like taking recoil damage or needing to charge up
Since fnaf ip is build the 4 core animatronics Freddy, Bonnie, Chica, Foxy. I think it would be cool if there're divided into classes. Freddy tank, Bonnie dps, Chica healer, Foxy debuff. And each class swap their move set with each other but not other classes. In addition, you can have powerful move sets locked until you unlock certain characters.
People think that the sprites update wasent a big reason on why the game was hated so much but. The small pixels were not visually appealing but when it was updated everyone loved it!!
I LOVE THIS! As much as I love FNaF World! This is what I think of each change. The Attribute System: Having attacks have attributes would save my endless questioning of why so many attacks act the same and why some weaker attacks are with the same character with a stronger attack. It's like having a character have Pizza Wheel but also having Pizza Wheel 2, and you'll know what to pick. I'm not saying that a character would have this combo, hopefully never, it's just a neat detail that would make things make sense. Attribute Specialties: This is pretty good. I would see some characters having similar attacks with just slightl tweaks. This would help this problem out a lot. Custom Freddy: I WANT FNAF WORLD OR ANY FNAF WORLD GAME TO HAVE THIS! This is the best theoretical change to the battle system, hands down. This will actually expand the team setups! And it's all because of a simple overworld sprite. I just wonder if team 2 would have a custom character, I wonder who it would be? Probably Toy Freddy. Better Battles: This is pretty sick. Having multiple different characters attack at the same time and having all of them having different meanings, it feels like we're facing off another team on their own adventure. The crosshair and turn indicator are pretty good ones as well. Attack Editing: These kinda balances the attacks pretty well, and changing some of the attacks' colors is actually mandatory. I have no idea why Cosmic Song is a white attack and Esc Key being a yellow attack, ESPECIALLY ESC KEY! (Sorry, it's just that miscolor bugs me) I heard, in the end of the video, that you have more ideas for this battle system, like the chips and bytes. And you should make another video talking about those other ideas, just do it when you actually feel like it, since I feel like you have other ideas that are not FNaF, let alone FNaF World. But, this is a pretty good video, KEEP IT UP!
I'd argue that fnaf world more about team composition rather than moveset depth. Since fnafworld are designed for player to change character often based on their prefix moveset.
Another idea for enemies. During a fight, there's a small chance that one of multiple enemies can leave a fight and join the enemies in the next fight you get into (like fighting a white rabbit group, one of them leaving, and then you see 3 bouncepots and 1 white rabbit)
i love when people talk about fnaf world, i think is such a underrated title for being a spinoff, not as much as before but still, and now you made it better. I hope we get a new like fnaf world with improvements like this
this is great but i think a more interesting thing for instead of it being normal freddy who you could customise you could select virtua-freddy _(the mimic ball freddy)_ as he already copies moves _(idk if this is actually a good idea but yea)_
I always personally thought the characters being able to learn different moves would make the gsme infinitely better. Since, all of the late game animatronics are infinitely better. When I played i found no good reason to go back to any of the older ones. But if the characters already knew or could at least learn more visble moves that would be great
Slight issue with forcing Freddy on your party at all times is that it would mean Freddy would be unreasonably cracked since he would be gaining levels the whole game along with having all the best moves in the game
Honestly it would genuinely make sense and more fun to have the choices to have as Freddy this way! Or aka Custom Freddy. Because you’re now the leader and have the choices what to do to help your gang. Even yourself to become more stronger with whatever combo fits best. I don’t know if this was mentioned yet. But think it would add that character charm too, hear me out. in a way to show Freddy as not just as a character. Yet a leader, an adventurer and a determined animatronic bear in this game. Of wanting to help however way possible for his gang and for many others! I would even imagine it would make the interactions more interesting too. For we get to choose what to say or what we do!
A fangame called ,,Fnaf world simulator'' fixed some of the problems of the battle system. Mic toss deals more damage, but u can doge it by switching teams, gift boxes prewent enemies from healing, rainy day removes all defence buff (that includes defence song, bubble breath and neon wall), unscrew and esc key deal high damage instead of kill, hocus pocus changes enemies with strong attacks into characters weaker attacks, but at the cost of healing them, all the characters are balanced and dont deal leathal damage (for example 4th wall deals 9 damage at level 1, but it stuns enemies and buffs allies) and u fight a variety of enemies being the animatronics. If u havent played it, u dont know what u are losing.
The only problem I have with the attribute mechanic is that you'd need a good way to translate to the player what the enemy's weakness is and what attributes the attacks have since fnaf world is such a fast game and I don't think just memorizing each attacks attributes is fun
Someone mentioned an encyclopedia. I personally think hovering over or clicking on the enemy should pull up the type and maybe the cursor flows green if it's effective, red if it's not effective or white if you hover over the moves.
I don't really like the Custom Freddy idea. What if I just don't like Freddy? If I just don't want him in my party? I really don't think limiting player's party choices in a game focused around party composition is the right move. Personally, I'd give every character a single custom move slot. Make every character just a little customizable.
I 100% HAVE to mention that most of the points you talk about are implemented very well into a fangame called FNaF World Simulator, It's got a lot more story and characters. You should definitely take a look at it or make a video from it
Overall some interesting ideas, even if i disagree with a majority of the video, there's definetly some great stuff here. Just, nice to see some discourse on the actual mechanics of Fnaf World and how to fix them.
If Fnaf World actually becomes like this, or even a mod like this, I would honestly get the game. I was excited for its release, but so disappointed after seeing people play it :(
Imagine full team of unscrewers and then unscrewing the final boss because you have 50% to one shot scott or security guard, jesus christ that is insanely unbalanced. The custom freddy needs testing since its intersting concept, it doesn’t look to bad. Also changing bosses into different ones should be tested, 10% can be a lot even if its just on non-end bosses. I liked the video, nice ideas but some of them needs testing.
honestly I love the idea for these changes, enough that I thought of a couple more one, I think it would be interesting to split the attack stat into two types. that being regular attacks, and what I am dubbing spectral attacks. You know instead of special, because haunted children. This could allow some animatronics to specialize in one or the other, or be an all rounder who is good at both. As well, some animatronics could be tanks for one or the other or just average at both. Same could go for enemies, where they attack and defend the two types different. This would allow animatronics to feel even more individualized. two, it would be nice if you could increase the stats of some animatronics to make them more useful later. Maybe there could be caps and ones that are already strong like the Halloween boys could be close to cap? but that way you could like, megabuff chica and use her the whole game because you are a huge chica fan, or something. Three, on that note, It would be nice to be able to specify Freddie's stats in a way that lets you make sure he's built how you want. This could be done many ways, but just letting you invest points on him would help him feel more custom and could be on top of being generally leveled to feel like he can compare to the strongest guys you can get, in the background. Just some thoughts, I feel like there's a lot you can do to really flesh out this system
When Scott said he might do something with fnaf world in the future in the interview I almost combusted in to flames with joy
I think he was talking about the fnaf world related things in five laps at Freddie's but We'll ignore that!!!!!!
@@Vlyg11 No he legit said the words Fnaf wordl 2,
Laps has a cartoony style aswell but it is not fnaf world.
@@gyrostabilizergracen HOPE!!!!!!
OMGGGGGGGGGGGG I DIDNT WATCH THE INTERVIEW BUT THAT MAKES ME EXCITED
HE SAID THAN IN SCOTT 2.0!? LET'S GOOOOOO!!!
Whoa its a giant rat making all the rules.
lets see what kind of trouble we can get ourselves into
jerma jumpscare
But is cake & ice cream on its way?
OoOoo
@@itshyph3n So sue me for being thorough but I want to know that you know what tha plan is
4:05 I'd argue that his third attack, Freddles, should count as a bite attack because the Freddles bite any target they hit and every attack has three attributes.
DUDE NO WAY
I accidently found your comment lol-
(I'm the main channel of the freddy/neko seek dude that you're friends with)
The only problem with custom freddy is the broken universe ending. Aka you can't get the ending, if you can't have fredbear as the leader.
Yeah maybe if you beat the game or something you can replace Freddy, or swap him with Fredbear (which is the same but allows the ending)
Could be that you can swap any 'Freddy' with custom Freddy.
Maybe if a custom Freddy perfectly copies fredbear's moveset and typing, he turns into fredbear
Fredbear could be a skin or you just have him in your party be enough
You can switch between any Freddy variant
Another quality of life would be a encyclopedium of all the enemies to know what every single one does, sure its kinda straightforward, but would be a very nice addition
yeah, especially with these changes in mind
VOICE JUMPSCARE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!1!111!!!! Put a warning on that :(
ngl it's kinda cool to see that the last time you posted was last year
I fell in to the boiling water goddamit
Hey Rat!! I just want to say I absolutely LOVED this video in both its concept and execution. You gave the perfect amount of detail in your suggestions! I am the creator of a FNaF fan-game, soon-to-be franchise on Scratch called Molly's Party Plaza. The second game is set to release in 2024, and after that, I plan to begin working on my own take on FNaF World featuring my own cast from Molly's, and I was wondering if you'd want to get in touch and collaborate on the project? I'd love to take your ideas and implement them into a real game being brought to life!
no it's UEUUAUAUUAUAAAUAAUAAAAAAUAAAhHhHAAAAahhh
You can tell FnaF world has some left overs from the desolate room and desolate hope with its RPG system since Fnaf world's entire combat system is essentially just that but dumbed down for ease of use. So, congrats, you've both created semi-decent ideas for two of scott's other games as fnaf world.
Personally I think the attribute system is a good idea as well as customizing Freddy to be a more jack of all trades or.... ring leader. The main man Faz himself leading the gang no matter what but I feel that the whole 50% more damage should be more akin to 25% for both enemies and your party. Dealing constant double damage in such a fast-paced RPG system will overshadow the enemy variety as, Pulsar from the desolate hope, is a key example of this with his healing move 'Cosmic sponge' and you've inadvertently walked into that with specifically the healing attribute on the enemies side.
Otherwise, great video. Take a like rat enjoyer.
Desolate games mentioned! You know I never put it together that the reason I'm both a Desolate and Fnaf World megafan is because they share a combat system. Well, maybe not *the* reason but still a through-line.
I clicked on this video specifically because its design is influenced by Desolate Hope/Room. I'd love to see another Scott Cawthon JRPG.
Custom Freddy makes so much sense and leaves so much creativity for battles and brings unique strategies and actual ADDS more space in your party because Freddy can take ANY role in the party
Honestly I agree! It would genuinely make sense and more fun to have the choices to have as Freddy this way! Or aka Custom Freddy. Because you’re now the leader and have the choices what to do to help your gang. Even yourself to become more stronger with whatever combo fits best.
I don’t know if this was mentioned yet. But think it would add that character charm too, hear me out. in a way to show Freddy as not just as a character. Yet a leader, an adventurer and a determined animatronic bear in this game. Of wanting to help however way possible for his gang and for many others! I would even imagine it would make the interactions more interesting too. For we get to choose what to say or what we do!
Another thing that I find cool is that it means you'll always have a party member that isn't underleveled, as you'll be of course changing characters for the party, and you don't have to remove Freddy at all for that
The golden bounce pod moment of all time but legit such cool concept
@@dakotacornish6616 the Fnaf simulator fan game was amazing but they made golden bounce pot underpowered
@@nicholasaugello2534 eh he's pretty good if you use him for happy jam 2 so you can have 2 happy jam 2's in your party
9:04 Consider this:
Being able to see each characters' Speed Stat in the form of a loading bar next to their health or something like that. So you can SEE them recharging and you know how long you have to wait before each character is ready to attack again.
I think yall are starting to recreate Final Fantasy's old ATB System
In Stars and Time does this to great effect.
FNAF World Redacted has that
ooo
@@laureacoraline that's what it was from the start lol
0:23 YO-KAI WATCH MENTION!!!!!!!!!
Woo.
Wasn't expecting that
YEAH BABY, THAT’S WHAT I’VE BEEN WAITING FOR
Oh yeah
LETSS GOOOOOO
Holy oh my!!
Those are actually really good ideas, I hope the people that are making a fnaf world fan game take notes form you. W video.
check fnaf world simulator maybe not exacly theese changes but you might like it
Well at least One there's, the enemy variety in fight, but that was necessary because the enemies are the animatronics so yeah
@@xxsunandnightxx3800 there is costomable character so also costomable fredy point kinda was made
@@zakmaklak o yeah right, Golden boncepot, One of the best characters in the game for that
what you did with gift boxes kinda does nothing tbh. gift boxes isnt good because of the healing it gives, its good cause its a revival no matter how much damage you take. in the late game, you *will* be one shot by enemies, theres no getting over that, so whether you have 50 or 100% hp, you still get one shot, and gift boxes continues to be op.
yeahhhh tbh I wanted to nerf giftboxes a lot more than I ended up doing. I originally wanted Giftboxes to act more like Substitute from pokemon, where it takes some damage (maybe around 50% of the users Max HP) before eventually breaking. But I got kinda scared that people wouldn't like it because it would be so heavily nerfed and less op.
@@RatEnjoyer1256 but making a substitute with 50% hp is LITERALLY the same thing as reviving them with 50% hp no? With the substitute you are still getting that second life/chance with 50% of your hp, you only rewording how you say it. Now thinking about it there's not really a good way to nerf this ability.
@@RatEnjoyer1256that's essentially identical to what you provided and the original commenter's point still stands lol. basically every late game enemy one shots which makes any hp% basically useless. could be a good nerf in early game if you get auto giftboxes or a giftboxer earlier than expected but outside of that, where the game isn't even hard enough to really need gift boxes, it's pretty much a useless nerf.
@@garfieldlovr3704 @FudgeFace-kt7wx Thing is this would require you to be above 50% hp. This would just stop bosses from one shotting you and make healing way more relevant because you could only use gift boxes once the entire battle otherwise
@@Oneandonly-xg6iuthis idea is just kinda terrible, for fnaf world final bosses you have your attacking characters, and then your gift boxers, that's it, your either using a damaging move or gift boxes, what this changes is forcing you to use a healing move, aka happy jam 2 INSTEAD of gift boxes, leaving your party defenseless, and you better hope the next character it chooses has gift boxes otherwise your most likely cooked...
Also if gift boxes works like a substitute where it takes 50% of your hp, how TF DO YOU REVIVE WITH IT? can't take 50% hp from a DEAD party member, or is that meant to be the change? If you die, you die? either way, you physically cannot change this move without reworking something else...
I agree FNAF world is also one of my favorite games but yeah the combat definitely needed an upgrade. There are also moves like ibeam where depending on where you put the character sometimes just won't hit enemy
Very true, Mimic Ball is especially guilty of this
@@RatEnjoyer1256Virtual Freddy just tossing a laser is always hilarious tho
The battle system is surprisingly similar to OFF
Honestly, even though I'm a FNAF World mega fan, I will admit there are some flaws with the game that make it feel semi repetitive and make it to where you really just want to go for the strongest attacks. I think a funny thing about this video, is that I am currently making a game HEAVILY inspired by FNAF World, and I even considered an enemy traits system, where some attacks deal more damage, so this really reassures me that its a pretty good idea, reinforced by how well you described the system. Also I don't want it to seem like I'm just stealing your ideas and passing them off as my own, if you want I wouldn't mind crediting you as inspiration/ideas for the game, especially since its gonna be hard to get some of these ideas out of my head after watching this.
Could I help with the game? I'm not a good coder but I could voice someone
Yeah, I'd also like to steal your game 🤑
11:57 about the overworld sprite I would make it match the type of whatever character is the blue team leader using Freddy as the default
While I like the custom Freddy idea, I still want the option to use other characters in the first slot.
Just for the sake of perfectionism.
Overall, sounds good. Let's hope for the FNaF World update 3/revisited.
I could imagine the custom Freddy can be swapped with any 'Freddy' or leader-like character from that line. Would fix it slightly.
the only "hear me out" i was willing to listen to
i was sold when you said it was one of your favorite games
a hardcore fan is always more critical for the better
hopefully fnaf world 2 will implement some of this
Fnaf world 2 never will happen sadly, but a fan game could happen with this battle mechanic.
@idkwh4tnam315 in the recent scott interview he said that he would be interested in returning to fnaf world
@@Strasburg_475nice-a
To practice my game dev skills, I've been thinking about working on a FNAF World remake/remaster. Your ideas are absolutely going into my plan for the remake. Even though I'm a big fan of FNAF World, I won't be the first to admit that it has some very repetitive gameplay and shallow mechanics. Seeing someone actually come up with smart ways to address these problems is really cool. Excellent video!
I would love to see something like this! I've been craving another reason to replay fnaf world!
I love the ideas that are shown in this video. But, personally, i think that the attribute specialty mechanic would kinda overwhelm the gameplay? The thing i liked about original fnaf world gameplay that it has never needed the introduction for each new character. Like, of course phantom freddy is a debuff character, you could understand it from the moment you saw that all three abilities are debuffs or that the puppet is RNG based character or the endo is a support character etc, it didn't needed any unnecessary labels for that, since you could understand everything from 3 abilities and that simplicity is honestly seems perfect to me in terms of gameplay. I really like the idea of putting attributes on abilities, but putting them on characters seems just to overcomplicate things that will take much more trouble to introduce to the player.
Plus i don't think that i understand how that will balance the gameplay, like, at all? Taking nightmare fredbear as the example, we have a permanent damage boost on his 2 abilities based on his bite attribute, which makes theese abilities kinda useful at most of the times and his freddles ability is being kinda useless at most of the times? I guess there are rare occasions when enemies will be specificaly resisting the bite atributte and will be weak to the whatever the freddles attribute is, then yeah, the freddles ability will be better to use. But overall the bite abilities still mostly overshadows the freddles ability, since they are generally more useful. Plus the attribute specialty mechanic really goes against the characters, which gimmick are to take multiple tasks. Take bonnie for example, despite him having 2 attacking abilities, he also has happy jam, which can be useful, as healing is not his whole purpose, but he still can do that on diffirent occasions of the battle. With attribute specialty mechanic though, bonnie's happy jam would be mostly useless, like, why would i use it, if bonnie has different attribute? He supposed to attack, not to heal. For healing we have chica, who's whole purpose is only to heal and do nothing more. And so bonnie has time to shine in healing only if healing specialty character is dead. It honestly would make most of the gameplay regarding characters feel bland and the repetitive, as their huge power boost in their attribute is their only purpose and task.
I'm really sorry if i did missed something in the video regarding the attribue specialty, i just felt to point out some things. This is still a really good video, the ideas are really great. :)
I don't think it would necessarily complicate things, it's like adding a typing to Pokemon. Pikachu uses mostly electric type moves, and having an electric typing gives an inherent boost to the damage output of all electric type attacks. That's how I see it, at least.
Addendum: This would also grant party members vulnerabilities to enemy attacks, which I think would be a necessary added layer of complexity as it encourages building parties and rebuilding parties to suit each battle on a case by case basis.
I just feel like an attribute specialty would make some good characters impossible to use in the endgame because most the enemies will resist to them forcing you to use the same team use the characters that would be considered meta (which in general it's more fun to use good characters you like)
I have an idea for redesigned springlocks, it stays on the enemy for about 15 seconds (can be increased by levelling) and everytime any attack hits an enemy it would do 100 damage, basically favoring strategies with multiple projectiles like freddles and pizzawheel.
imagine using rainy day 1 or 2 makes the timer expire immediately and makes it deal some damage like it currently does
Imagine Scott has secretly been working on a fnaf world update for 7 years
Fnaf World is my favourite due to the love Scott put into it, it's a game that Scott truly enjoyed making.
For the attribute system, there should be an indicator next to each attack indicating if they are effective or ineffective against the enemies, since it'd be a lot to remember and process otherwise on the spot. Maybe for battles with multiple enemy types it could show only when you have a specific enemy targeted
The Yokai watch jumpscare put a smile on my face :)
5:52 oh that sounds a bit similar to golden bouncepot from fnaf world simulator a character from a fangame that is customizable but costs faztokens to actually, you know, customize
The way Fnaf World plays, reminds me of Final Fantasy XIII ATB combat...
The pacing is set, the characters have unique abilities, and the biggest difference is that you are roleplaying as ONE " _Paradigm Shift_ / Gear Shifting Driver" of three characters you choose....
You only control the abilities, not the characters
However, the game instantly ends when the team leader/driver ******** dies and the car crashes into the "Game Over" screen.
Old school JRPG parading as new standard for the FF series back in 2000's, stagger gauge, linear maps, and yes, instakills like _Death_
This taught me alot about making balanced RPGs. I don't exactly make games, but I love writing combat systems for games I would make if I could in my notes app, amazing video
FNAF World is actually the root inspiration for one of my favorite dream projects of all time. So I thought I would just share my thoughts on how I evolved the battle system.
Cast: Firstly, 8 characters. It just makes more sense considering its its own universe. Instead of having characters that are just better than one another, you have a small group that levels up with the game. These characters are of course the Tank, Crippler, Stunner, Support, All-rounder, Brawler, Toxic Damage, and Gunslinger. A smaller cast also allows for a skill tree!
Combat: Combat has a lot more focus on quick thinking, you're thrown into the thick of it and must figure the weakpoint in the trio of enemies thrown at you. Each character has their own independent timers, and don't need to take turns. This is so you can make setups, time comebacks, and generally I think its more interesting.
Composition: Every character has one attacking move that is like no other, they then have two other moves to fit their class, some of which may be able to do damage. These moves are upgradable late into the game. For example, Sir William the Tank has the moves, Slash, Heal, and Steel Guard. Which become Mega Slash, Hyper Heal, and Steel Tank. (In stead of 1, 2, Mega, its Base, Mega, Hyper, name changes indicate mechanical upgrades)
Targeting: When a character has a move ready, tap the move you want to use and drag it to the enemy you want to target. Similarly, drag a buff to the ally to inherit it.
Attributes: I found that making one work was quite confusing, and not very compatible with a small cast. However I did incorporate...
Range: Simply, enemies in the back can not be hit by melee moves until all enemies infront are defeated. You can also position your team to take advantage of this mechanic.
Theres lots of other little stuff but that's the important stuff.
Ive always kinda had this one vision for a better fnaf world since i played this one game a few years back called Monster Lab, an rpg game on the wii where you create a Frankenstein monster out of parts you get from defeated enemies, able to make many different heads, torsos, legs, and arms to put together on your monster and each part having their own move. So you could have a pair of legs with a shield or evasive move, a left arm that shoots fire, a right arm that just punches, a head that shoots lasers, etc. and the enemies would have a similar configuration and you could target and destroy certain parts of them to disable their own moves (or they could do that to you). It also has a type system of mechanical, alchemical, and biological body parts. I really suggest trying the game if you love rpgs cause its super creative and wish there was another game like it. Er, back to fnaf world, i think a system similar to Monster Lab would fit it super well, customizing the parts of your animatronic to make the ultimate animatronic, like how you could customize the animatronics in special delivery. An additional idea of how itd work is maybe collecting and swapping out parts of the same character, so you could have a freddy team member who has some glamrock, toy, phantom, withered, or other parts composing him; i dont know how itd work for characters that arent freddy, bonnie, chica, and foxy, but maybe theres a fifth team slot and those other characters can be uncustomizable but still interesting “preset” characters
FNaF world was my favorite game for a long but really long time. Since it released i LOVED it, it was so simple, easy to understand, (And easy to hack)
Personally, instead of attributes making the whole thing complicated, I'd simply adjust the damage values on single target attacks to make them more compelling, or make single-target attacks ignore some amount of armor so that they are good to use against boss enemies. As it is now, mic toss seems to do about 125% of the damage a single pizza from pizza wheel I, but if you buff that up to 200% then suddenly it become a lot more compelling to use in a fight against one target.
When you started the video by saying that you like the realtime fights I was not expecting to agree with you because that'd be the first thing I'd change. However, you actually won me over with your attributes system and even custom Freddy. I hope someone from the modding or fan game community finds this and makes it real. Fnaf world 2 has gotta happen
1:18 bite deals splash while others dont!!!
I absolutely love all the ideas in this video! It just makes me want FNAF World 2 even more.
Halfway into the video, i just wanna say, i like but also don't like the freddy idea, i think the reason Freddy is always on the lead of the team and such should be more of him being the leader, if he's not part of your team he would be in battle but behind everyone else and all the danger, basically telling your team what to do, what moves to use
As for the custom moveset, i think that should be something else, something completely different, maybe have someone like lolbit take your no.1 blue team member and have you pay a big amount so you can edit one of their attacks and make it any attack you want (that you have)
7:53 I am NOT ready for any enemy besides challengers to use Mimic Ball.
As a long time RPG fanatic and general FNAF observer I've always been quite interested in scott's RPGs while also really disliking how they actually play. Scott has a lot of interesting ideas with very flawed execution and it's kind of a shame, I've contemplated trying to deconpile and mod FNAF world at some point to tweak it but I'd rather work on my own things, I did make a list of features I'd want to see added though.
1) animatronics found in the overworld instead of after random battles
2) some way to keep past characters relevant instead of being overshadowed by the higher tier ones, maybe give them all a fourth unique move you'd at least consider even in high level parties?
3) keyboard keys for choosing moves in battles to make battles faster without requiring high mouse precision
4) complete rework of the broken stuff like mimic and gift boxes for obvious reasons
To me the most interesting thing in fnaf world is the team switch mechanic so I'd also love to see more ways to interact with that like passing buffs between teams or passing damage to them so they can serve as tanks. If I was really allowed to run wild I'd even let you make a third team and have some way of encouraging the player to constantly switch like passive healing for the inactive teams or changing enemy phases that require different setups.
Overall FNAF world is a game I heavily dislike but it lives rent free in my head so I gotta at least give it that.
While I'm personally not huge on the attribute system, these combat changes are genuinely really smart and play into each other incredibly well.
I think getting rid of the worry in fnaf world battles would take a lot from them, a custom freddy is a super cool idea although I think locking certain moves to levels on freddy would make it more intresting and less broken.
Something else I would add Is making the Halloween characters hidden in world 5 not only does it fit the theme but it makes you have to actually play most of the game
without the most broken crap
Great video!
honestly great ideas! i also love fnaf world, and i would gladly welcome these changes. however, the perma-freddy does seem kind of unnecessary, but i do have to point out the great editing on this vid!
these ideas look so fun and i really want to see them in a mod of some sort
When you mentioned tank enemies, in the enemy variety section might I suggest a Row mechanic.
In case you are unfamiliar enemies in front of other enemies would protect each other.
Some attacks like bite would be melee range meaning they can only attack the front most enemy in a row, mic toss however is ranged, and can target back row enemies, even if another enemy is in front of them.
Pizza wheel is an AOE but it might only hit enemies that are in the front of their respective rows.
I gotta say, i absolutely love it when people fix undesirable aspects of their favourite games, especially the combat systems. I have many Google docs that are probably tens of thousands of words long just full of my ideas and proposals of how I'd fix the combat systems of my favourite games.
I really love your ideas, especially the attribute system. Though i have a few things I'd like to add;
A custom character status should be reserved for a more "special" character, like Lolbit if they were playable. I get why you chose freddy, but i think Lolbit would be more fitting in my opinion.
If it were up to me, I'd rebalance every move in the entire game to make them atleast somewhat balanced with each other, that would open the door for so many new party customisation freedom. You have all these characters in the game, but you'll probably only ever use the characters from the last 2 or 3 rows because the game has to scale in this shallow way for some reason.
What if they instead power scaled by level? That'd make the level system actually prevalent, though i suppose we'd also have to fix the levelling system so it's actually functional.
Especially with the attribute system you proposed, you'd definitely want as much diversity as possible within a team.
I want teams with both Balloon Boy and Spring Bonnie both being on equal footing, not one of them doing like 30 damage and the other doing 900.
I firmly believe that the base for what makes a combat system fun is rich customisation.
Each enemy has a unique attack instead of generic tackle.
A boss rush mode so you can have all fun you want with the custom teams you make.
The bosses in this game definitely need some work. i suppose a short answer would just be to implement what you suggested for the regular enemies. Perhaps they'd all have 3 different moves to pick from.
Balanced bytes and chips. Maybe give some of them more dynamic effects that interact with the party, further boosting the customisation theme. The pizza wheel chip could empower the pizza wheel attack for example, or the healing byte improves all healing by 25% on top of what it already heals.
Hopefully you enjoyed reading my brain dump, i have permanently tainted my psyche by obsessively thinking about how I'd improve game designs for months.
The more you think of ways to improve something, the more broken it reveals itself to be. I suppose that's how innovation happens.
Having Freddy locked in your team and being able to learn whatever move reminded me a lot of Persona. You are always forced to have the leader but because he can have any move he can be any play style.
Would be nice if there was like a book that tells what abilities every enemy and boss in the game has after you confront him (meaning you don´t have to win to it to get the description) that way you could go to a boss, and if you lose you can see his type, what´s strong for and weak for, or made it so it´s visible in the battle somehow, in general i love all your ideas, they are very creative and i would love to play fnaf world with them, still the first lines of character will still be overhelmed by the overpowered late character but they might get more use with the atributes and a more interesting gameplay to strategize!.
Your ideas are absolutely amazing and 100% have to be in a FNAF world remake, but I would also like to add that you could make any Freddy variant the leader. Less spriting to do and would do good.
A little setting i'd add would be "Disable flashing lights" which... Its kind of obvious, but it'd be a beautiful QoL change
That and maybe an option to play the game in a more similar traditional turn RPG
I'd be more than happy to see a second part of this video, if that's not too much to ask! Fnaf world was one of my most played games back then, and seeing someone so enthusiastic about it makes me happy
Honestly? I love that you made this! I don't know how big a market for fnaf world critiques and modifications there is, but as someone who LOVES FNaF World i really appreciated that you made this because watching someone who is so passionate about a game they like thta they would make a video like this for fun is super cool!
the only thing I would change from this is making enemies resist 65% damage of resisted attributes so in the case a character's specialty is resisted (at least regarding damage dealing abilities) they can use a different ability and still be able to do something since 0% is greater than -15%
*sniff*
This is so beautiful, i love this channel, heres a sub
some ambitious modder or team of modders out there, please get on this, these ideas are amazing!!
It's funny, the specialties and weaknesses of attributes, you just made Pokemon again.
Which is cool, I approve!
1) Attributes sounds like a fun idea as long as there aren’t too many
2)Specialties, same as above
3)Freddy solution doesn’t sound that fun honestly. Instead have a select few who can walk in the over world, missing children +puppet + springtrap and whoever is leader decides which it is. Nightmare bonnie will show bonnie, springbonnie will show springtrap etc.
4)Enemy variety… nah, at least not how you showed it. Maybe similar to pokebattles where a pokemon calls for help and a select few show up, but not kitting them with a working team. They r supposed to be wild not smart
5)Gift boxes are to be left alone, unless we want to rework most of the battles because they are the only way to defeat some enemies
These are all just my opinion and your video was very good!!!
This is perfect for a mod (maybe not a replacement) for the game. Except for the instakill nerf, they’re barely good enough to justify a nerf, especially one that’s THAT crippling. Otherwise, nice work!
This is the first video i’ve watched from your channel, but im so glad you’re not using that AI voice in this video
this is rad ngl!
also got a idea of mine own:
what if there the hologram green freddy thing only copied freddy?
fnaf world might be my favourite fnaf game, it’s so nostalgic to me and just feels so comforting. I’m happy there’s other ppl out there who love this game
Freddy becomes a Persona protagonist. I love it
Technically, a Heal/Buff character using Gift Boxes would only heal 75% due to how percent increases work (I also think this works better balance-wise)
Very neat changes. I like most of them, including the gift box nerf, but I strongly disagree with the insta-ko move nerfs. Having a move not do anything feels bad, but having it hit your team and OHKO them? That's just not fun. Even if theoretically balanced, it's generally not a good idea to let enemies/bosses heal, use OHKOs, or stall. Those are things usually afforded just to the player. After all, it's not alot of fun to instantly lose a fight because the game decided a OHKO move hits you, and now you need to restart the whole thing.
In a party centric game like FNAF world, it might be more ok to do, but it's not a change I would want to have to play with...
Other than that, really great video. FNAF world has always been pretty neat to me, and I'm glad people still talk about it.
Most importantly:
Add charge meter and ready meter from The Desolate Hope for both your characters and enemies and increase amount of moves for each character from 3 to 10, the stronger the move, the more charge it will cost, there will also be moves that will affect both charge and readiness, similar to Bio-Beta's moves
fnaf world youtubers often rely on the full deck customisability for challenges removing that would give less of a reason to play, by forcing freddy on a deck. a better idea imo would be forcing a variant of freddy (norm, withered, phantom etc...) and they all have different moves they can learn.
Another great addition for custom freddy is having an option to basically choose who is going to be custom, this would only be limited to the original 4 animatronics meaning the overworld sprites and other stuff that is normally freddy would instead be bonnie, chica, or foxy. This choice is for the beginning of a save file so choose wisely since you wont be able to change it, there could even be a difference in story depending on who you choose which would add a lot of replay value. There should also be skins for getting achievements/milestones with a character like completing the game on normal mode would give them a party hat, completing the game on hard mode unlocks a golden skin (or any type of special skin) for them, defeating security owl in general would give the character a security owl look, ect. Another thing, temporarily disabling the Halloween area's secret entrance until the player unlocks all the overworld characters on that save file would be a completely fair nerf because the people there are so overpowered it makes the game way too easy.
these ideas have such good potential i hope a fangame does smth with them
FELLOW FNAF WORLD ENJOYER!!!
fnaf world is actually my favorite fnaf game and has been since it released- since it was the one games younger me could play without having to deal with my crippling anxiety. so it’s pretty obvious why i hold it so near and dear to my heart.
i hope for the day we get a fnaf world 2…
Underrated video about an underrated game, needs like 100x this many views
this video is one of those video i find AMAZING! i always tough of a better fight system and you did it perfectly
and tbh fnaf world has too much hate yes i known the game isnt the best quality but the soundtrack animations and style are really good and tbh in my opinion make the game enjoyabole [sorry if i misspelled sommething im not english );]
I'm so glad to see that others agree this game is awesome but very limited by it's basic design
Another thing:i feel like the stronger varients of moves (all the 2s) should have a downside that isnt with the original version of the move, like taking recoil damage or needing to charge up
Congrat you explain mostly fnaf world simulator system
I've never played FNaF World simulator tbh, maybe I should play it and make a video on it 🤔
@@RatEnjoyer1256 +Yeah!
@@RatEnjoyer1256yeah
Since fnaf ip is build the 4 core animatronics Freddy, Bonnie, Chica, Foxy. I think it would be cool if there're divided into classes. Freddy tank, Bonnie dps, Chica healer, Foxy debuff. And each class swap their move set with each other but not other classes. In addition, you can have powerful move sets locked until you unlock certain characters.
People think that the sprites update wasent a big reason on why the game was hated so much but. The small pixels were not visually appealing but when it was updated everyone loved it!!
I LOVE THIS! As much as I love FNaF World! This is what I think of each change.
The Attribute System: Having attacks have attributes would save my endless questioning of why so many attacks act the same and why some weaker attacks are with the same character with a stronger attack. It's like having a character have Pizza Wheel but also having Pizza Wheel 2, and you'll know what to pick. I'm not saying that a character would have this combo, hopefully never, it's just a neat detail that would make things make sense.
Attribute Specialties: This is pretty good. I would see some characters having similar attacks with just slightl tweaks. This would help this problem out a lot.
Custom Freddy: I WANT FNAF WORLD OR ANY FNAF WORLD GAME TO HAVE THIS! This is the best theoretical change to the battle system, hands down. This will actually expand the team setups! And it's all because of a simple overworld sprite. I just wonder if team 2 would have a custom character, I wonder who it would be? Probably Toy Freddy.
Better Battles: This is pretty sick. Having multiple different characters attack at the same time and having all of them having different meanings, it feels like we're facing off another team on their own adventure. The crosshair and turn indicator are pretty good ones as well.
Attack Editing: These kinda balances the attacks pretty well, and changing some of the attacks' colors is actually mandatory. I have no idea why Cosmic Song is a white attack and Esc Key being a yellow attack, ESPECIALLY ESC KEY! (Sorry, it's just that miscolor bugs me)
I heard, in the end of the video, that you have more ideas for this battle system, like the chips and bytes. And you should make another video talking about those other ideas, just do it when you actually feel like it, since I feel like you have other ideas that are not FNaF, let alone FNaF World. But, this is a pretty good video, KEEP IT UP!
Also sorry for having this comment be long, I just had a lot to talk about.
I'd argue that fnaf world more about team composition rather than moveset depth. Since fnafworld are designed for player to change character often based on their prefix moveset.
Another alternative for having a better idea for who is gonna be able to attack when would be turning the attack bar into a progress/cooldown bar
Great video! Easy to understand and good points made. You have great potential to grow, keep it up!
And maybe a NewGame+ that lets you unequip Freddy, and so can allow for different, but clearly “non-canon” endings.
Another idea for enemies. During a fight, there's a small chance that one of multiple enemies can leave a fight and join the enemies in the next fight you get into (like fighting a white rabbit group, one of them leaving, and then you see 3 bouncepots and 1 white rabbit)
i love when people talk about fnaf world, i think is such a underrated title for being a spinoff, not as much as before but still, and now you made it better. I hope we get a new like fnaf world with improvements like this
this is great but i think a more interesting thing for instead of it being normal freddy who you could customise you could select virtua-freddy _(the mimic ball freddy)_ as he already copies moves _(idk if this is actually a good idea but yea)_
I always personally thought the characters being able to learn different moves would make the gsme infinitely better. Since, all of the late game animatronics are infinitely better. When I played i found no good reason to go back to any of the older ones. But if the characters already knew or could at least learn more visble moves that would be great
These are all really good ideas, but you just made Freddy into a persona protagonist
Slight issue with forcing Freddy on your party at all times is that it would mean Freddy would be unreasonably cracked since he would be gaining levels the whole game along with having all the best moves in the game
Honestly it would genuinely make sense and more fun to have the choices to have as Freddy this way! Or aka Custom Freddy. Because you’re now the leader and have the choices what to do to help your gang. Even yourself to become more stronger with whatever combo fits best.
I don’t know if this was mentioned yet. But think it would add that character charm too, hear me out. in a way to show Freddy as not just as a character. Yet a leader, an adventurer and a determined animatronic bear in this game. Of wanting to help however way possible for his gang and for many others! I would even imagine it would make the interactions more interesting too. For we get to choose what to say or what we do!
A fangame called ,,Fnaf world simulator'' fixed some of the problems of the battle system. Mic toss deals more damage, but u can doge it by switching teams, gift boxes prewent enemies from healing, rainy day removes all defence buff (that includes defence song, bubble breath and neon wall), unscrew and esc key deal high damage instead of kill, hocus pocus changes enemies with strong attacks into characters weaker attacks, but at the cost of healing them, all the characters are balanced and dont deal leathal damage (for example 4th wall deals 9 damage at level 1, but it stuns enemies and buffs allies) and u fight a variety of enemies being the animatronics. If u havent played it, u dont know what u are losing.
You should have a shot The Desolate Hope if you like FNaF World’s combat, it’s the same but *unhinged*
The only problem I have with the attribute mechanic is that you'd need a good way to translate to the player what the enemy's weakness is and what attributes the attacks have since fnaf world is such a fast game and I don't think just memorizing each attacks attributes is fun
Someone mentioned an encyclopedia.
I personally think hovering over or clicking on the enemy should pull up the type and maybe the cursor flows green if it's effective, red if it's not effective or white if you hover over the moves.
"fnaf world is genuinely one of my most beloved games of all time" instant like and sub
The big problem is balancing, aka, IT IS LITERALLY IMPOSSIBLE TO BEAT THE GAME WITHOUT SPECIFIC CHARACTERS DUE TO HOW MANDATORY GIFT BOXES ARE
I like your IRL voice a lot, fits well with the cute rat :3
ah yes lethal unscrew2 and its 75-100% kill chance
I don't really like the Custom Freddy idea. What if I just don't like Freddy? If I just don't want him in my party? I really don't think limiting player's party choices in a game focused around party composition is the right move.
Personally, I'd give every character a single custom move slot. Make every character just a little customizable.
I 100% HAVE to mention that most of the points you talk about are implemented very well into a fangame called FNaF World Simulator, It's got a lot more story and characters. You should definitely take a look at it or make a video from it
Overall some interesting ideas, even if i disagree with a majority of the video, there's definetly some great stuff here.
Just, nice to see some discourse on the actual mechanics of Fnaf World and how to fix them.
If Fnaf World actually becomes like this, or even a mod like this, I would honestly get the game. I was excited for its release, but so disappointed after seeing people play it :(
Imagine full team of unscrewers and then unscrewing the final boss because you have 50% to one shot scott or security guard, jesus christ that is insanely unbalanced.
The custom freddy needs testing since its intersting concept, it doesn’t look to bad.
Also changing bosses into different ones should be tested, 10% can be a lot even if its just on non-end bosses.
I liked the video, nice ideas but some of them needs testing.
Such a well made video, well done to you I say! All these would improve the game so much. I also love rats SO MUCH.
honestly I love the idea for these changes, enough that I thought of a couple more
one, I think it would be interesting to split the attack stat into two types. that being regular attacks, and what I am dubbing spectral attacks. You know instead of special, because haunted children. This could allow some animatronics to specialize in one or the other, or be an all rounder who is good at both. As well, some animatronics could be tanks for one or the other or just average at both. Same could go for enemies, where they attack and defend the two types different. This would allow animatronics to feel even more individualized.
two, it would be nice if you could increase the stats of some animatronics to make them more useful later. Maybe there could be caps and ones that are already strong like the Halloween boys could be close to cap? but that way you could like, megabuff chica and use her the whole game because you are a huge chica fan, or something.
Three, on that note, It would be nice to be able to specify Freddie's stats in a way that lets you make sure he's built how you want. This could be done many ways, but just letting you invest points on him would help him feel more custom and could be on top of being generally leveled to feel like he can compare to the strongest guys you can get, in the background.
Just some thoughts, I feel like there's a lot you can do to really flesh out this system