I…wasn’t having fun making the game, and, my own philosophy that I’ve kinda developed over time is, if I’m not having fun making something, then it won’t be fun for people to play. In fact, there’s no challenge to begin with because there’s nothing else stopping you from doing anything, uh, to that effect. So, I did that and I realised that it was very easy to just trap the character or characters between walls, and just have them get stuck forever and then, there’s no challenge anymore. Basically, I designed the game around the ability to be able to, move around bits of hallways and, umm, turn on these laser beam doors that pretty much act like the vents in Five Nights at Freddy’s 3. It took me developing and programming a whole map system, drawing 15 rooms(or technically 16 I guess ’cause of the office, but the office was never finished), and drawing Birthday Boy Blam I think…19 times or something like that? It took me that long to realise that, there were just inherent problems with the way that I designed the game, and it was too late to fix them unless I wanted to make some huge changes. That’s kind of what you get whenever you don’t plan thing out well enough. One Week at Flumpty’s, I tried the same thing, and it just didn’t work out. So, with One Night at Flumpty’s 2, I kinda went in with the assumption that I was just going to make up ideas as I went along and it would work out eventually, and it did. I have to keep going, it’s too late to stop now”. Because, I had some ideas – not very many, but I’ve had-I thought I had just enough where, I could plough through as much of it as I could and if I ever lost motivation, then I could say “well, I’ve done so much in these first one or two weeks of production that, uhh, anything that I’ve done so far, it can’t go to waste. I did initially have fun working on it, though. Just, being excited about the idea of other people being excited, and that’s probably something that I shouldn’t have done, but, it was too late once I’d done it. I thought about waiting longer to announce it because, I hadn’t done anything with it and I wasn’t really sure if it I was going to complete it yet, but I got impatient. That’s kind of…that was my main motivator for One Week at Flumpty’s I went into it with almost no ideas, and I announced it whenever I…done almost nothing with it. And, I could you know, make a new game about something entirely different that no-one ever-has ever seen before, or I could go back and maybe make one more Flumpty game and people will be excited for that because it’s in a universe they’ve already seen before and they know about-are familiar with. Just…I wanted to kind of join in on that, because, I like the idea of…giving people something to be excited about. That’s gonna be amazing! We need to theorise about what it will be like, we need to play all the past games again and get ourselves into it and…”, you know, it was just a really exciting time. Because, it was announced and everyone was really excited, like, “goodness gracious, Five Nights at Freddy’s 3, we thought that was maybe the end, but it turns out there was one more. Whenever I started making One Week at Flumpty’s, the biggest motivator for me was just Five Nights at Freddy’s 4 hype. Relatively speaking though, I feel pretty at-ease with this decision. This isn’t the first time I’ve done it, or the second time, or the third time, as far as I can remember.
I don’t enjoy cancelling games after I’ve announced them.