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From a designers POV, it doesnt feel right. I havnt played nor watched Five nights cuz im shit scared of everything. But from what ive heard its like an hour long, and with little replay value.
Its like how I felt about goat simulator. I thought it was cool that they made their physics demo into a full game just cuz people wanted it, but I didnt agree with the absurd price they were charging for a demo. But then when people wanted more 'game', they added a whole new level as free dlc. Theres a (decent) example i think.
Each to their own, I just dont think its the rigth way to go about it. If it was me, Id do it differently.
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Goat simulator is a joke laughably thrown up out of the belly of Unreal engine 3; anyone with half an education in design (and access to an Unreal License) could make something similar with considerably less effort. It is so easy to vomit out products with Unreal Engine 3 I'm in a state of rejecting the majority of games that use it.
I'd like to know what you think is the right way to go about it, what would you do in the designers shoes?
I think it's the dream of any indie designer to get recognition and critical accolades so soon after releasing a genuinely unique product, let alone massive popularity and cult-hit status. He's capitalizing on an opportunity to expand his recognition and improve his product, this is a win-win for everyone if you ask me.
I wouldn't think of Five Nights 2 as a sequel so much as a wholesale expansion on the original. If you enjoyed the first game the glossy, snazzy re-engineered version will likely blow you away, right? Give it a chance.