Camera sound lore update!



So, I decided to make a few small changes to the sound lore system that is used to move Clocker from place to place by the player's will. I thought it was a bit too strong as the player could just move Clocker to anywhere in the building all willy-nilly no matter where he was. So, I did some redesigning, and now the audio cue takes the form of an orange circle appearing over the cameras. This circle represents how far the audio spans out through the building, and if it doesn't overlap the camera Clocker is at, then he is less likely to respond to it.

I did this just to create an extra thin layer of challenge for the player, you guys can let me know what you think of it in the comments below.

Files

Five Nights at Clocker's.zip 113 MB
May 06, 2024

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