Five Nights at Aqualand
A downloadable game for Windows
"But hey, don’t worry, we’ve only ever had one incident back in ‘93 where a few people were a bit uh…out of air but…that was a few years ago now. And uh…not everyone died so…that’s good for you.
The day shift sounds pretty good compared to this, huh?"
Your coworker at the Aqualand Aquarium is taking a five day vacation and you, a daytime security guard, have agreed to cover him in the meantime. Everything seems normal at first- until you realize that the 'animatronic ambassadors' have really odd behaviors during the nighttime. Suddenly, you find yourself fighting to survive every single night!
In Five Nights at Aqualand, you must run from room to room, scour the building for your nightly objectives, and hide from animatronic foes twice your size! Will you make it to 6AM or become another victim claimed by the sea?
Controls:
Left Mouse Button - Interact with objects such as objectives that need to be completed.
A/D - Move left and move right, respectively.
Space Bar - Flip the security tablet up or down.
Tab - Check your notepad to see what objectives you have left to complete.
E - Hold to complete a task.
Left Shift - Skip nightly call.
Five Nights at Aqualand is a Five Nights at Freddys fan-game based on the franchise created by Scott Cawthon.
FNAA was created by Liam Murphy (50LbAnvil) in collaboration with various artists on freesound.org and Eric Matyas on soundimage.org.
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | 50LbAnvil |
Genre | Adventure |
Made with | Godot, Blender |
Tags | 3D, Creepy, First-Person, Five Nights at Freddy's, Godot, Horror, Prototype, Singleplayer, Spooky |
Average session | About an hour |
Languages | English |
Inputs | Keyboard |
Download
Install instructions
Antivirus software may not allow the exe file to play properly and will require you to manually approve the software to run. Simply opening the exe file should load the game in a few moments.
Development log
- Version 0.8: Engine Upgrades and Code Overhaul!Jun 25, 2024
- Patch 0.7.1Mar 18, 2024
- Version 0.7: Prototype Overhaul!Mar 06, 2024
- Version 0.6: Weddell, Quality of Life, and UI (oh my)!Aug 31, 2023
- Version 0.5: Weddell Waddles In! (And other big changes)Aug 29, 2023
- Version 0.4: Small Changes!Jul 06, 2023
- Version 0.3: Textures + UI Updates!Jul 02, 2023
Comments
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In terms of overall feedback, the mechanics shown in the prototype seem pretty good.
This feedback is only based on the first night. I'll sit down later and fully play through everything myself in an attempt to get more in-depth feedback
Audio: The audio mechanic seems kind of odd, as it seems like it's meant to lure the Animatronics away so you can get to an objective, however sometimes they don't go to the sound. Most likely due to a % chance kind of deal. My suggestion for audio is honestly just a visual indicator of the cooldown, as my friend got pretty frustrated that they couldn't tell how long until the audio could be played again but at the same time it adds a level of worry that could also be useful to the overall feel of the game.
Objectives: The mechanic for objectives seemed nice, seemed rather simple which is fine. Not really any suggestions here as it's still a prototype, and we have no way to know your ideas in full.
Player Movement: The movement mechanic is okay. It did catch me off guard that it forced the player to look at the wall when the movement was done playing out, not really any suggestions for it.
Animatronic Movement: Seems to follow similar trends to how FNAF as a whole handles movement of animatronics. No suggestions for this as of yet.
Overall, the mechanics so far seem like they would work well together however time will tell.