


That game also uses a more literal version of the "hiding" mechanic. In that game, the player needed to shut off one of the cameras, giving them a slight disadvantage for a few seconds since they can't see through the camera and are left with one less defense for a few seconds. Oddly enough, a mechanic similar to that can be found in Five Nights at Treasure Island, the demo of which released around 4 months before FNaF3 released. Not using that mechanic causes Springtrap to gang up on the player and causing a game over. The most popular version of that mechanic is Springtrap from FNaF3. A lose-sorta lose situation where the player must always be active.Īn enemy is distracted by sound, and the player has a device that allows sound to be played elsewhere, causing the enemy to go towards that location. If they wind up the box, other enemies enter the safe space and might kill the player. If they don't go in the cameras, the Puppet kills them. A large majority of enemies have been programmed to only go inside the office if the player has their camera tablet up. There is a reason behind why the music box exists: the player can only access it inside the cameras. This mechanic has been seen in many fangames, almost to the point of ridicule. This can go in the reversal the player has to drain a bar.

Freddy Mask (Five Nights at Freddy's 2).Turning off the light in One Night at Flumpty's 2 hides the player from the enemies, but disallows them from checking which way the Owl goes and removing a virus from the Redman. But that would make the mechanic overpowered, so that's a case of an acceptable break from reality.įangames have come up with this type of mechanic, but appearing in ways that appear fresh and original. Realistically, the character in-universe would then look through the eyeholes of the mask to look through the cameras and use the flashlight. In FNaF2's case, wearing the mask disallows you from using the flashlight to deter Foxy or winding the music box. This mechanic, like the "blocking" mechanic, also comes with its restrictions you can't use other important mechanics while it is activated. Homer Simptronic's charge (Fun Times at Homer's)įNaF2 has you wear a mask that fools the animatronics into thinking you're one of them.

This mechanic brings a much larger twist to the standard ways of the player defending themselves, so that will give them some whiplash. I've only seen this in one fangame: not blocking the enemy's path, since it would cause a much larger penalty. Withered Foxy Flashlight (Five Nights at Freddy's 2).If we replace the flashlight with a door, imagine if I continually bashed someone's head in with a door to make them go away. Continually flashing the light at the enemy stops it from attacking and leave the player alone. In the case of FNaF4, holding down one door leads to the other 3 enemies having a chance of entering your safe space since the player character is only focusing on only one enemy's path of progress.ĭoors aren't just the only method of "blocking an enemy's path", take the Foxy flashlight mechanic from FNaF2 for example. In most cases, it would be the limited power decreasing at a higher rate than usual if the blockage is turned on. In order for the player to not keep that path closed at all times, there would be penalties set in place. This mechanic has been in place ever since the first game via mechanical doors, so it's as simple as you can get. Honestly pretty straight-forward: when the enemy is ready to attack, close their path to avoid that enemy from attacking. Mechanics that are featured in the main FNaF games. 4.5 Five Nights at Freddy's: Sister Location.
