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Don't listen to people who say "not scary". They've never played it. It makes a big difference when you actually play it. On mobile, it's not really scary, and I've only ever been scared when they jumpscare you, and the only thing I do is jump a little (not literally).
I've had moments on FNaF 4 (PC) where I've literally covered my eyes so I wouldn't get scared...
So basically the game, at least for the first playthrough, stays fresh the whole time, which greatly impacts the staying power of the jump scares (again, unlike the last three games). In terms of the *actual* fear factor, Scott again outdoes himself by switching things up throughout, mostly only with sound cues to tip you off. The ambience and sounds are great, but the music has much less impact than FNAF2 (the most distinct in my mind). Forcing the player to listen for footsteps and breathing is the best way to set them up for a loud, sudden jump scare, which is the best way to deliver the medium here.
"Scary" isn't the right word. There was much more of a presence of ambience and helplessness in the earlier games (especially as you couldn't move around), and I feel like more work was done on the atmosphere and unpredictability side of things for them (especially with Golden Freddy in FNAF1, JJ and PPM in FNAF2 and the jumpscares in FNAF3). Where FNAF4 hits the mark is the vast improvement on gameplay and by keeping the jumpscares fresh.
It's not "scary", but it's much more involved (sound cues were always present but never important; you could virtually play the game on silent before). All of the previous games have really specific strategies that work universally (1: Lights, check Foxy/Freddy, shut doors as appropriate, 2: Wind box, mask on, check vents and hall, 3: Play BB, fix errors, play BB) whereas FNAF4 makes the strategies more dynamic and responsive to what's going on around you.
The trade-off in fear is negligent compared to the significant gains in gameplay. Poor replayability again, though, unfortunately.