It's basically identical to the old version: the neon bar in the office is your power, you have to maintain 3 different things - the little robot fella that rolls around (it'll get knocked over with no indication and you have to click it to put it back, the big power switch in the small circle room at the top of the map (you have to hit the 3 color buttons in an order completely randomized each playthrough), and the valve in the mystery purple goo room (it'll start venting gas and you have to spin the wheel back in place). Beyond that it's your standard FNAF gameplay; watch the doors for the robots, shut them if they get close, etc etcI'm confused, what am I supposed to do to pass the night ?
So like most fnaf fan games? Lmao. Yeah this doesn't seem to be worth all the hassle.Game play went from manageable and self explanatory to cryptic and busy work sim
The new version is experimental and from what I can tell has no sex scenesSo what's the difference between this one and the old In Heat: Lustful Nights?
They started from scratch both to port it to UE5 and because the old code suckedIs this a spin off, development cycle, or something else? Does anyone have answers?
I'd 100% agree, except the original game in UE4 was almost done at one point and was never intended to be more than a simple FNAF spinoff with furries. The original roadmap was like a 6 month period to completion, and they were doing fairly well in staying on schedule at first. Had they just finished that and moved on to sequels nobody would have any issue with it. But the Patreonbux took off, they started empire building with merch, and the cycles of bullshit and delays started.Does anyone honestly think it matters if he abandons his other project outside of the moral factor? It was a shitty Game over Rape style H game where you spend 15 minutes playing a shittier Fnaf clone just for a 5 second animated loop video and various pin ups. Anything this dev does to get closer to an actual good fnaf H game idea is a welcoming sight. If nothing else the ideas can be used as a lesson for future devs.
I don't entirely agree with this statement. I've seen creators who, before patreon existed, created and worked on multiple projects and then replacing their ambition with another project before finally settling down to finish one. The dude that create Hound of the Meteor for example, created Nanocrisis and Hound of the blade beforehand with huge fanfare, only to abandon the projects in favor of Meteor. People forget the chaos that is the creative process which is always full of turmoil and only human work ethics can either organize it or be as shitty as they come.I'd 100% agree, except the original game in UE4 was almost done at one point and was never intended to be more than a simple FNAF spinoff with furries. The original roadmap was like a 6 month period to completion, and they were doing fairly well in staying on schedule at first. Had they just finished that and moved on to sequels nobody would have any issue with it. But the Patreonbux took off, they started empire building with merch, and the cycles of bullshit and delays started.
For what it's worth, yes the current demo does have better gameplay and better looking models than that old version. But there was no good reason to keep remaking the same game.