Sleepover Gone Wrong

Sleepover Gone Wrong (SGW) is a FNAF ripoff created by Chris and Hugo McSpooky.

Story
You play as a child who organized a sleepover with their friend. Their friend is kidnapped at the beginning of the game, and you must survive five hours of animatronics before going to the Laundry Room to rescue your friend.

Seeky
Seeky appears either in the chest on your left or behind the couch on your right. Pull your sleeping bag over your face (SPACE) or he will jumpscare you, causing a game over.

Granny
Appears in the doorway of the guest room to your right. Her audio cue is a cackle. Shine your flashlight (F) to make her go away or else she will jumpscare you, causing a game over.

Didgy
Didgy appears on the TV. Turn the TV off and on again (Q) to make him go away, or else he will jumpscare you, causing other animatronics to be alerted and the game will become harder for a few seconds.

Nutcrackles
Nutcrackles appear behind the couch, where you are seated. Their audio cue is a chattering sound. Click them to knock them over, or else they will jumpscare you, causing a game over.

Robot Reggie
Robot Reggie's audio cue is a winding sound coming from behind you. Press B to splash water at him, causing him to deactivate, or else he will jumpscare you, causing a game over.

Mime
The Mime will appear in your window to your left. Press R to turn on the radio to make him go away, but not for too long, as it could attract other animatronics and make the game harder. His audio cue is a thud against the window. If you do not turn on the radio, he will jumpscare you, causing a game over.

Bally
Bally hangs from the ceiling. Pull your sleeping bag over your head (SPACE) for him to go away, or else he will jumpscare you, causing a game over.

Clocky
If the clock is not rewinded in time, Clocky will jumpscare you and cause you to play the Day Minigame, where you go to school and return home. Only then may you restart the night.

Cat
The Cat is Granny's pet kitten. His audio cue is a meow. He appears on the shelf to your right. Press C to throw him a catnip mouse to him before he disappears and tells Granny and she jumpscares you.

Mysterious Animatronic
The Mysterious Animatronic appears at the beginning and end of the game. He kidnaps your friend at the beginning, and he is the only animatronic at the end of the night, replacing all other animatronics. If he does not jumpscare you by 6 AM, he will disappear and your friend will be returned to you, safe. Otherwise, you will be thrown in the laundry room and be eaten by the other Animatronics.