Seven Nights At Series Z

Creator: ameliandyou

Average Rating
9.3 / 10
Average Difficulty
63.8 / 100
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Tags:

Gimmick (1) Medley (1) Special (1) Long (1) Story (1) Crimson (1) Jumpscare (1) Rhythm (1) domu_game (1) TheBoys (1) FNAF (1) Yaoi (1) Sudoku_Jam (1)

Screenshots

  • by Fruitless
  • by voraciousreader
  • by voraciousreader
  • by voraciousreader
  • by voraciousreader

7 Reviews:

LukeIGuess
Wow... I mean this is crazy as even a concept: A Fnaf fangame intertwined with IWBTG Fangame culture is something that seems crazy and beautiful on the surface, then you take into account that the maker is ameliandyou, one of (in my opinion) the best IWM makers, who has an almost godly understanding of the godot engine, and yeah you bet I was excited to play this. I wasn't part of the sudoku jam judgers, but seeing how the beta version of this won, my hopes were very high going into this.
I was not disappointed at all.
Despite its sudoku nature, whatever idea of a sudoku game you have going into this is thrown out of the window and explodes on impact with the ground.
This is genuinely nothing short of a masterpiece.
(spoilers now) (like the whole game)
The game takes the same coyote time concept from amelias first godot game but turns the creativity of it up to a fuck ton, with mind-bending platforming having you throw out all of your muscle memory when it comes to fangames. The "loop" of the game is, you do some stuff, enter a night, do a post night screen collection, then a basement segment (1-3) or other platforming (4-6), then a cutscene, and repeat. This loop is one of the most captivating of any fangame, as you are basically always on your toes with the game throwing something different at you every loop.
There is no "Core" section of gameplay, as every segment is just as engaging and as long as every other section.
The nights are... wow, they are amazing. Just like every Fnafgame it starts out slow and ramps up over the course of the nights. On a base level you have some of the most vulnerable fnaf gameplay, with no doors or lights (which aren't needed) but you do have a shock... that only works on half the cast. Instead you avoid getting jump-scared by doing the equivalent of pulling down the fnaf 2 mask, being... doing nothing. As whenever you are playing on the screens during the night and anyone walks in (with a bunch of exceptions) you die.
The rest of the game is quite crazy, with many references to FNAF, recent fangames, and many lovingly picked "medley screens" and original content.
I had like 600 more words typed that was just a summary of the night segments but i held back because honestly you NEED to experience this by yourself.


Also im putting this down here cuz its not really about the gameplay itself but amelia is such a great artist and the visuals itself earn a 10/10 in my eyes. If you like FNAF this is a 100% must play, if you like fangames this is a 100% must play, if you dont like either then why are you reading this.
Thanks for making !

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[3] Likes
Rating: 10.0 100       Difficulty: 60 60
Dec 26, 2024
Fruitless
Rating based on 100% clear, which basically just adds on a single extra night after the final boss.

Seven Nights At Series Z is perhaps the most insane fangame I've played in recent memory, the mere concept of a FNAF-style game on top of Series Z gameplay is crazy enough, and then there's everything else the game throws on top of that, with an insane amount of variety which makes it even better. This is absolutely something you need to experience yourself, but in case you somehow did want a description of it instead, here you go:

The first thing you should notice immediately is the different jumping mechanics, as this game gives you a coyote jump. What this means is that instead of losing your first jump immediately after you walk off a ledge, you get to keep it, thus giving you more mobility options in how to use your jumps. The game uses this mechanic extremely well throughout its runtime, whether it be original screens that force you to take an unexpected path, or modifications of screens from other fangames to make you rethink how to navigate through them, this game never stops finding ways to accomodate for its new movement option. Another small thing that I liked was all the spikes being at half-height. This means that not only are walkoffs easier due to not requiring a certain align, but so are wallhugs on walls with a spike peeking out below them.
Not only does this game have super tight gameplay and physics, but the story is also super engaging. It tells of a cat named Mio who wants to become a writer, coming up with fanfiction of PDPlayer and Just (yes, I'm serious) to read to her friend, Mr. Ghost. However, coming up with material for this story is taking a toll on her, as she has to spend time in the moonlight to come up with ideas, which is really bad for her, not to mention directing her attention away from the people around her who care for her. She only comes to realize this after being confronted by another cat named Summer, who it turns out was always a part of her all along, only now awakened by the moonlight. Summer has been reminding Mio of her flaws for a long time now, rather than helping her find a way to improve on them. Mio is fed up with this, so after falling asleep in the moon with no help from Summer on how to wake up, she eventually decides to ask Summer to leave her alone, which she does, but not without a fight first. After this, Mio finally wakes up and goes home to spend more time with the people around her. This was the story as I understood it, as some of it happens within Mio's head, making it hard to determine what is real and what isn't (I assume the Veggie Fair onwards is a hallucination). Still, I love the character development displayed here, and it also comes with some valuable lessons for the player to learn.

As for the game itself, I wouldn't normally go stage by stage, but due to the way the game is structured, I pretty much have no choice but to do that. I realize I might come across as repeating myself a lot here, but here goes:
-First, you get a couple screens based on the endings of the Series Z games. It's nothing too interesting, but it is a good tutorial for the coyote jump, since the Z2 screen doesn't let you progress without it.
-Then comes the mouse cursor from Hero - Again, more specifically based on its appearance in Last Z. This boss does seem overwhelming at first, but it does become easier when you know what to do, for example only jumping when the blue fireballs hit the ground. There's also the fact that the game gives you HP for the boss fights, which definitely helps matters more.
-Next is the first stage in Mio's basement, where the gimmick is springs that bounce you upwards, while also giving you back your coyote jump as well. These come in multiple colors, which each bounce you up a different amount. I like how the game designs around these gimmicks to create clever routes through the screen, as well as how it includes multiple of these springs at a time at points.
-After this, you get the first actual night in the game. Here, you have to play some fangame screens while looking at the cameras and preventing the enemies from attacking you. In this case, this is a tutorial night, meaning the screens are really easy, and the only enemy is Miku, who can be easily zapped to get her to leave. Except no she can't, since this night ends in a forced death.
-Next is some screens based on the endings of the Kamilia games, similar to the Series Z one earlier. I will say that the Kamilia 1 screen with visual challenge is kind of annoying, due to the cycles of the cherries being too fast, but other than that, the Kamilia 2 screen with changing speed has a pretty cool route through the screen, and the Kamilia 3 screen with the rising acid is also pretty cool.
-Following that, though, is a rhythm minigame based on I Wanna Slowly Go Quickly, with Pinocchio-P's song, "Rotten Heresy and Chocolate", as seen in Kamilia 3. Here, you have to hug the walls as they come up, since they give you more score which you need to beat the minigame. Despite the long stretches of nothing that you get every once in a while, it's still a lot of fun, but be careful not to lose your rhythm, otherwise it's hard to get it back.
-After that, it's back to Mio's basement, with the gimmick this time being the Sheep Man blocks from Mega Man 10. When you touch one of these blocks, they all disappear the rest of the blocks in the room that share the same color. There's also a lot of bonk jumps in the screen, but the coyote jump makes these a lot easier. Add onto that the lasers later on which get blocked by the Sheep Man blocks, and this makes the pathing aspect even better than before.
-Then comes the second night, which is actually a full night this time. Here, you get introduced to PDPlayer who can't be zapped, and the Cherry who can, but only if you find its trigger in time. The rooms here are actually slightly harder this time, with additional gimmicks that don't get in the way that much, but be careful to avoid the blue Puyo in the Ender room, otherwise the room will become near impossible. Other than that, a great stage to be the actual first full night of the game.
-The Tourney Town comes next, featuring some screens from I Wanna Tourney games, but also some bosses from Z1. Despite there being so little of these, they're still fun and use the room well. Extra special points for replacing "DARK NEEDLE" with "DARK BOSHY" in the Eat The Slop room.
-What follows is another return to Mio's basement, this time without the gun. Instead, there's a bunch of dust enemies flying everywhere around the room, which you have to dodge. They all fly really fast, a bit too fast in my opinion, but at least you get a lot of saves to deal with them. Once you get the gun, though, you finally get to kill all the enemies, which definitely feels good after all that.
-The third night comes after that, featuring a bunch of Slop creatures from the Tourney Town stage. That's another detail that I like about this game, Mio's experiences actually get integrated into her story, showing her being inspired by the things around her. As for the night itself, there's a death limit now in place thanks to Just being here now, but it's not that strict, at least not yet. The Slop creatures are mostly in places that are easy to kill, while also being in good positions to dodge them if you can't kill them yet.
-Then you get to experience the Veggie Fair, which is a fun break from everything else. After a single screen from Steak Temple, you get a couple of free rooms which are more entertaining than anything else. Except for the skibidi Miku, that was absolutely unnecessary.
-Enjoy that while you can, though, because after that, you have to face the Fazbear Crimson boss, one of the only parts of the game I actively hate. Here, you always bounce everywhere, whether that be by bouncing on the ground, or by gaining backwards momentum by shooting. Given the boss being in a cramped room, this is already a bad sign, but the attacks themselves are also too luck-based, since the bosses' attacks all stack on top of each other. This leads to a bunch of especially bad combinations, for example when you want to shoot the Bite of '87, but there's snowflakes spawning everywhere, including where you need to go to avoid the bite. This is just one combination you can get, and while this goes become less of an issue if you shoot them in the right order, it still sucks, especially with the thundercloud near the end of the fight. Definitely not a fun fight, and a rare low point in an otherwise great game.
-Night 4 is thankfully a lot better. The new guy here is Officer Vermilion, who you can only see coming thanks to the camera menu flipping out. This ramps up the intensity again, as you have to pay attention to the menu now, in addition to everything else. Other than that, though, the night is pretty much the same as before, but all the rooms are themed after food now thanks to the Veggie Fair. There is a kind of slow cycle in the IWBTG stage, but other than that, it's still a fun night.
-After that is the Cut Content Rush, featuring a bunch of screens from a cut I Wanna Maker section of the game. Starting with the one I played first, the Femboys. GB screen reference aside, it's a weird stage, thanks to the smaller player. It feels more like luck whether I passed the jumps or not, since the camera is so zoomed out, not to mention the cherries shot by the enemy are at a different angle every time (they're probably aimed, I couldn't tell).
-Then there's the Cat Beanie part, which is more fun. There's parts of a big picture pulsing in and out of the center, and you have to platform around them. The cycle is set up really well here, making the screen a lot of fun to play.
-The Gordon Just room is up next, probably the least interesting part of the Cut Content Rush. It's just a room you have to play twice in a row, with some lamb chops walking back and forth, like in the Steak Temple section from earlier. Except for a section that requires you to wait a bit the second time through, nothing particularly worth talking about.
-Finally is the Blow Game room, featuring the return of the Femboys. Thankfully though, this room is a lot more open than the other one, and you don't move ridiculously fast this time. This takes the room from kind of annoying to something more fun.
-Onto night 5, which introduces 3 new characters, those being the Note, who is basically a music box; Meiko, who forces you into the camera; and the accursed Blue Slime King from Gelize, who only attacks after placing dice in all the rooms. This is when the nights actually start to get really difficult, as you have more to pay attention to, in addition to the time limit, not to mention the rooms becoming more difficult this time around. In the Gelize room, for example, I only just barely escaped with enough time left over. Still, definitely my least favorite night, due to the room choices: there's Gelize, like I already mentioned, but also the visual challenge gimmick from Rainbow Trap. The night is still fun, but it's still the weakest one in the game, which really says a lot about how good the other nights are if this is the worst one.
-Then you drop into the Bottomless Pit of Regret, which introduces fairies as a new gimmick. These are like the springs from earlier, but they're single use, which means you have to plan out your moves better before doing them. This is combined with a bunch of other gimmicks from the stage, and the game uses them together really well, whether it be cool pathing in the first room, or cool cherry maneuvers in the last one.
-Then comes night 6, in my opinion the best night in the whole game. Almost everyone is featured here, giving you more to focus on. This stage takes from the guest stages of the Series Z games, including the avoidances, making for the most interesting gameplay so far. Sometimes the game even combines platforming with avoidances, which is surprisingly fair in how the game handles it, as the bullet density is never too bad when you have a difficult jump to do. It's still the most difficult night though, as it's the only one where Just was able to kill me, since I kept dying to the same parts over and over. Easily the most engaging night in the whole game, definitely worth getting to here if you enjoy FNAF gameplay.
-After that though (and a bunch of gate jumps), we have the final boss fight against Summer, where we unfortunately have to end the game on a low note. This boss takes an attack from one of the enemies in the FNAF stages and combines it with a stage gimmick from before. Just like with the Crimson boss, this can result in some pretty bad combinations, since the attack pool is very unbalanced. I can't remember many specific examples other than Humantic and the Bite of '87, since the clear attempt gave me a bunch of fair combinations, but I can assure you a lot of them existed, and you have to get very lucky to avoid getting any of them. Oh, and let's not forget the choke phase after that, which got me multiple times. The strat for this one is to stay on the left as the last phase starts, so you have more time to damage her.
-The game isn't actually done there though, as after you beat that, you unlock an extra night, which is more of a joke than anything else. It's a single room from I Wanna Kill The Regr3t with everyone at max AI, which the game deems as "just impossible". However, I got through it very quickly with only a single camera check, so there's that.

And that's everything! While all these segments may not seem like a lot by themselves (except for the FNAF sections, those are epic regardless), as a whole game they are absolutely incredible. Easily one of the best fangames I've played, despite a rough spot or two here or there. Extremely recommended if you like FNAF, medleys, or interesting fangames in general.

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Tagged as: Gimmick Medley Long Story Crimson Jumpscare Rhythm domu_game TheBoys FNAF
[1] Like
Rating: 8.0 80       Difficulty: 60 60
Apr 25, 2025
mushcat
One of the most innovative and interesting fangames i've ever played.

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[0] Likes
Rating: 10.0 100       Difficulty: 60 60
Oct 7, 2025
mosamari
i like this game a lot

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Tagged as: Yaoi
[0] Likes
Rating: 9.7 97       Difficulty: 75 75
Jul 31, 2025
P2shka
[0] Likes
Rating: 9.0 90       Difficulty: N/A
Dec 31, 2024