!! DISCLAIMER !! (Instructions below!) This project is intended to be horror-esque, though does not contain any gore, on-screen violence, or flashing images. Jumpscares may be disabled with the "D" key. This will not (in my opinion) hinder the in-game experience. It also predates my knowledge in game design, which makes it very poorly put together, but I'm emotionally attached to this version of the project, so I upkeep it here and there. -- Welcome to CLOVER COYOTE'S CIRCUS! (But that wasn't always what we were called!) Hey, Mr. Grey! You're stuck working the nightshift for the last couple of weekends before we tear this place down once and for all... aaaaand make a new one. Obviously, working the nightshift every week ALL week would be pretty detrimental for your overall health, so we have another guy doing the weeks. We might switch you guys around a few times, don't let it throw you off. …There might be some problems along the way. Don't worry, listen to what I have to say in that message I left for you (please start picking up the phone) and you'll be a natural at this whole "surviving" thing! Everything else... should be okay, I'm sure. - Amy Goldmann, Clover's expert (self-proclaimed)! INSTRUCTIONS-- You should check the trackers to know the locations of the animatronics at any time. If something approaches the door, close it. Good luck!
Scott Cawthon for game of inspiration. I owe a lot of myself to that guy. Most audio off of YouTube or from the Scratch library. I did all art, voice acting, and coding. DEVLOG BELOW \/\/ ~~~~~ 4/21/2024 ~ First update in a while! This is the first bit of a decently large accessibility patch: + Added CC by default to the opening cutscene of Night 1. + Added a transcript option for Night 1's phone call in what is hopefully the most efficient, non-intrusive way I can manage for the time being. ~ Night 2 remains untouched. ~ Some layering issues may be present. 10/11/22 + Added some clarity to previous patch notes, for the curious. + Fixed up the system for characters at the door a bit (Moo and Sai's AI are now accounted for when calculating odds). + Fixed redundancy error in instructions section and added extra bits of lore info. 3/17/22 + Fixed bug where the plushie would show over the Night 2 transition screen by removing it entirely and instead grouping it with the window. + Fixed the clock starting at 5AM on Night 2. + Sai will not begin moving on Night 1 until 1AM to give the player time to adjust to the area- they were moving too quickly. + Ending sequence in. 3/16/22 + Potentially buggy Night 2 sequence in. 3/11/22 + Phone call no longer plays over the game over screen, even though the likelihood of this happening is low. (You'd probably have to trigger RM!) 2/2/22 + Code for future nights is in. 2/1/22 + RMAlert now keeps up with power aggro (added RMAlert broadcast to power aggro tracker). + Power usage bar updates consistently (overhauled the display system). + Sai waits a bit longer before attempting to enter the office. + Power drains faster (~1sec difference). + Certain character in the walls no longer fails to recognize when Sai is at the door. + Jumpscare animations should show better through cameras (attempted to fix layering issues). 1/31/22 + Character locations no longer reset after the phone call (removed the end-of-call broadcast). + Certain character in the walls can now end your game. Somehow, I forgot. + Certain character in the walls no longer gets upset when closing doors on window characters. + RM camtime requirements debuffed from 60sph to 40sph. + The 6AM jingle now disables the ambience handler, the window tapping, and shuts the project down after its sound is done playing. 1/30/22 + Edited 6AM screen slightly. 1/29/22 + Made project more Scratch-friendly, though still NFE. + Certain character in the walls has been buffed. + Certain unused characters now work properly for future nights. + Trash Panda can only show up once per night. + Fixed a problem where continuously flipping the camera up and down would make certain character in the walls far easier to deal with. + Doors will not appear over cameras from last patch (fixed layering issues). + Skip call button will disappear after call is over. 1/28/22 + Miss Moo now appears at your door. + Door sprites were redone. + Made sure characters move during the phone call. Unsure if they did prior. + The time sprite will no longer advance too quickly, thus looping around to 12 mid-way through the night. + Edited "Instructions" section above. - Debug mode no longer disables power drain. (note to self) + Nonspoop deathscreen lists who jumpscared you. (note to self) 1/16/22 + Certain Night 2 character should not appear on the cameras anymore. + Edited videotape dialogue (fixed redundancy issue). + Fixed softlock when skipping cutscene too early. + Tracker graphics will no longer briefly appear off-camera at the start of the night. ~ Was unable to make the opening cutscene stop speaking mid-sentence in case of a skip. RELEASE DAY 1/15/22 + Clover's is revamped! A new story, new characters, same ol' creepy fun. + Some bug fixes shortly after release: + Fixed the right door opening animation. + Took some extra precautions to ensure you don't get jumpscared after the game-over or victory screens (adjusted "stop other script" blocks).